37 Commits
Author SHA1 Message Date
4DBug c1696c799f 0.3.0
Build & Release / build (push) Waiting to run
2026-10-15 11:04:45 -05:00
4DBug 447230e688 CI/releases: drop the nodemo bundles (--no-demo build flag kept); remove examples/example_shared; Roblox backend RenderRate defaults to 60 (0 = every frame); README + TODO.txt updated 2026-10-15 10:57:00 -05:00
4DBug a1aa5cbb2d Fix: long TextUnformatted (>2000 bytes) rendered each visible line to the end of the text (RenderText end was nil, upstream passes line_end); PushFont() saved the new font instead of the current one, so PopFont() never restored it (font preview leaked into all later text); t_fixes covers both 2026-10-15 10:54:56 -05:00
4DBug dad1a0c0f1 Port leftovers: BringWindowToDisplayBehind, ImGuiSizeCallbackData + CalcWindowSizeAfterConstraint, ErrorCheckUsingSetCursorPosToExtendParentBoundaries, PopFocusScope user error (+ SetCurrentWindow stack sizes fix), log text decorations (Button/Menu/TreeNode/Drag/Slider/InputText/Checkbox/Radio), DataTypeFormatString display, ImGuiDataType S64/U64 (upstream enum layout; doubles), sscanf %u/length modifiers, mouse arrays sized ImGuiMouseButton.COUNT, AddCallback userdata copy; TODO.txt refreshed 2026-10-15 10:51:20 -05:00
4DBug b71e62b4d9 Integration: debug/context fields in ImGuiContext ctor, ImGuiContextHookType, DebugFlashStyleColorIdx=COUNT, CurrentPixelDensity, clipper range/data helpers, full Shutdown cleanup, settings dates (ImGuiSettingsCleanupArgs, CleanupIniSettings, LastUsed=, Platform_SessionDate) + metrics Settings section, ImGuiStyleVar SeparatorSize/DockingSeparatorSize (fixes off-by-one style var table), LogRenderedText restored in RenderText*, combo preview 1.93, InputScalar ValidatedThisFrame, ImGuiListClipperFlags/LogFlags/OldColumnFlags, ImGuiKey digit aliases, backend names 2026-10-15 09:39:17 -05:00
4DBug 92dbd9a580 compare_upstream: skip IM_MSVC_RUNTIME_CHECKS_*/template<> when naming structs; [=] status for intentional Lua replacements (ImGuiStorage, ImStr*/ImFormatString*, allocators, C++ container internals, sizeof/ABI helpers...) with evidence regexes, reported separately 2026-10-15 09:39:17 -05:00
4DBug e3840a938a Port debug tools (item picker, flash style color, debug locate, DebugDraw*, keyboard preview, debug break, DrawCmd mesh view), context hooks, SetContextName, AddInputCharactersUTF8, sanity checks, window resize ids, Register/UnregisterUserTexture, SetPixelDensity, TestShortcutRouting, DemoMarker; InputTextState selection API (fixes undo crash, callbacks get 0-based positions), ShortcutsForCancel (Esc/right-click reverts drags/sliders), ImParseFormatSanitizeForPrinting, ImDrawList CloneOutput/PrimQuadUV/AddImageQuad, ImDrawData DeIndexAllBuffers/ScaleClipRects, internal helpers (ImBitVector, ImGuiPackedDate, inline ImGui getters...); t_debugtools, t_helpers 2026-10-15 08:52:30 -05:00
4DBug 9be05aeb5c Fonts: ImFontGlyphRangesBuilder + GetGlyphRangesDefault, ImFont:CalcWordWrapPosition, stb_decompress + Decode85 + AddFontFromMemoryCompressed(Base85)TTF, atlas helpers (RemoveFont, RemoveCustomRect, AddRemapCodepoint (remap never triggered before), IsGlyphRangeUnused, texture status/format names...); t_fonts 2026-10-15 08:05:51 -05:00
4DBug f2c694bac5 Port ImTriangulator + upstream AddConcavePolyFilled (AA fringe, no per-triangle seams); [Luau] handles CCW winding and duplicate/collinear points that upstream mis-triangulates 2026-10-15 07:43:21 -05:00
4DBug 93a3c4faf5 Library draw call sites match 1.93: AddLineH/AddLineV + StrokeCenterBiased/StrokeInside (window/menu borders, separators, text cursor), tab border PathStroke, check mark AALineEnds, CloseButton/TreeNode lines/ColorButton/alpha checkerboard 1.93, Ctrl+Tab highlight AddRect arg order, metrics AA push/pop 2026-10-15 07:24:13 -05:00
4DBug 9872d43fd6 Draw list 1.93: baked round corners in the font atlas (ImFontAtlasBuildUpdateTexDataCorners, fill radii 1..16 + 3 stroke thicknesses) used by AddRect/AddRectFilled when pixel-aligned (_AddRectBaked/_AddRectFilledBaked) 2026-10-15 06:55:57 -05:00
4DBug af2026113a Draw list 1.93 strokes: _AddPolyline ported (texture AA lines, joins/miter/bevel, CapSquare, AALineEnds, Stroke Inside/Center/CenterBiased/Outside/Legacy), AddConvexPolyFilled AAFill, all primitives with 1.93 signatures/flags, PathRect/PathArcTo 1.93, baked line textures; Custom Rendering demo flags UI restored. check_all: t_pixels incremental==full redraw, headless screenshot (tools/test/shot.py) 2026-10-15 06:37:49 -05:00
4DBug a111187591 Draw list 1.93 foundation (no output change): ImDrawFlags 1.93 values (Round*/Stroke*/AA*/JoinMiter/CapSquare/TextNoPixelSnap/UseTexForRoundCorners...; RoundCorners* kept as obsolete aliases), ImDrawList.Flags + PushDrawFlag/PopDrawFlag/_SetPixelDensity, SetupDrawListSharedData 1.93, style.CurveTessellationMaxError/AntiAliasedLineEnds, _AddPolyline entry point 2026-10-15 05:13:58 -05:00
4DBug 1e63710e33 compare_upstream: match XxxMT:Method and Class_Method globals to C++ class members (demo 100% ported by name) 2026-10-15 04:35:23 -05:00
4DBug d18bc714fc Demo: Selection State & Multi-Select section (ExampleSelectionWithDeletion, ExampleDualListBox, all 11 sub-demos) and Assets Browser ported; fix ImFloor() for negative non-integers (was floor-1) 2026-10-15 04:13:40 -05:00
4DBug 049e160852 Port multi-select, box-select and typing-select (BeginMultiSelect/EndMultiSelect, SetNextItemSelectionUserData, MultiSelectItemHeader/Footer, BeginBoxSelect/EndBoxSelect, GetTypingSelectRequest/TypingSelectFind*, ImGuiSelectionBasicStorage/ExternalStorage, Metrics nodes); wired into Selectable/Checkbox/TreeNode/clipper/tables; t_multiselect 2026-10-15 03:49:53 -05:00
4DBug 33ab5a1d84 Fix: InputTextMultiline crashed when drawn (InputTextLineIndexBuild/line offsets 0-based like upstream, inverted buf_display_end), InputText LiveEdit flag check; Shortcut()/IsKeyChordPressed() upstream defaults; FrameCount starts at 0 (IsWindowAppearing on first frame); missing ImGuiIO config fields with upstream defaults (+ ConfigDebugBeginReturnValueOnce/Loop); ColorButton drag source + ColorEdit4 drop target, IMGUI_PAYLOAD_TYPE_COLOR_3F/4F; t_fixes covers them 2026-10-15 03:03:10 -05:00
4DBug 9c8c1b018e Demo: re-ported imgui_demo.cpp line by line in upstream order (one function per upstream function, same labels/HelpMarkers/comments, 176/186 IMGUI_DEMO_MARKERs; port table driver/Sub()/Demo* helpers removed, statics in S.<Function>). New: DemoWindowInputs (Inputs & Focus), Image Viewer, ShowExampleAppDockSpaceBasic. Selection/Assets Browser stubbed until multi-select is ported. ImColor helper (imgui_h.lua). PORT_STATUS demo similarity 29% -> 51% 2026-10-15 02:32:58 -05:00
4DBug b929de5206 Fix: ImDrawList:PushClipRectFullScreen() was missing (drop target outside the window clip rect crashed); CalcItemSize() no longer writes to the caller's size (by value like upstream; fixes BeginTable UserOuterSize), scalar _CalcItemSizeXY for internal callers; t_fixes covers both 2026-10-15 02:05:43 -05:00
4DBug ac4398ee2a tools/test: check_all.sh (CI mirror + all scripted tests + demo forced open + LÖVE), hashes.sh (draw checksums vs a git rev), t_libhash (library-only draw checksum); regenerate PORT_STATUS 2026-10-15 02:03:40 -05:00
4DBug ff86ea5aa2 0.2.0
Build & Release / build (push) Waiting to run
2026-10-15 01:06:11 -05:00
4DBug 4ac57cb571 Roblox backend: redraw budget is opt-in (SetRedrawBudget default 0 = every changed tile drawn the same frame) 2026-10-15 00:55:43 -05:00
4DBug 15dc766d82 bundle.py: build-time Luau optimizations (draw-data identical; IMGUI_BUNDLE_NOOPT=1 disables): hot library globals as bundle locals, enum/constant folding (values dumped by the luau CLI; IMGUI_BUNDLE_STRICT=1 in CI), --@hoist pure helpers to inlinable bundle-level local functions, statement IM_ASSERT -> assert; builtin type instead of ImGui._GetTypeFunc() alias (GETGLOBAL 15903 -> 540) 2026-10-15 00:23:20 -05:00
4DBug ed53d0683e Library perf (draw-data identical): layout core (no ImVec2 __index in ItemSize, inlined ID/style/clip stacks, scalar ItemAdd/IsClippedEx/CalcItemSize/GetColorU32), text + widgets (scalar TextEx/ButtonEx/Checkbox/Slider/Drag/Selectable/TreeNode, word-wrap memo), tables (in-place clip rects, no per-row/cell temporaries, @native cell functions, scalar ClipWith), draw list (PrimRectXY, scalar AddRect/AddRectFilled/AddLine/PathRect/arcs) 2026-10-14 23:27:23 -05:00
4DBug b71e29ee35 Roblox backend perf (pixel-identical): redraw budget (SetRedrawBudget, default 1.5 ms; RenderRate default 0), exact in-place draw list compare + whole-pixel move fast path, partial tile redraws, flat rects hashed by in-tile rect, quads hashed by TL/BR, no full redraw on texture updates, @native CopyTexturePixels, reused partial upload buffers; imgui_draw: @native word wrap, ImStrByte/classifier inlined, text size cache covers wrapped text; t_pixels pixel oracle; run.py RUN_FLAGS 2026-10-14 22:26:38 -05:00
4DBug bcf383a079 tools/compare_upstream.py: port coverage + code similarity vs upstream, writes docs/PORT_STATUS.txt 2026-10-14 22:26:38 -05:00
4DBug ce82582e37 0.1.4
Build & Release / build (push) Canceled after 0s
2026-10-14 10:32:10 -05:00
4DBug 090525076f InputText: fix clipboard paste (filter was inverted, then off-by-one in the filtered buffer); ImParseFormatTrimDecorations: return [start, end) like upstream (Ctrl+click temp input showed decorations / crashed on "%d%%"); ShrinkWidths: tie order by Index descending like upstream; t_fixes test 2026-10-14 10:32:10 -05:00
4DBug 95fdf94912 Comments: mirror upstream imgui.cpp/.h, imgui_internal.h, widgets/draw/tables/demo and imstb_* comments (comment-only, code tokens unchanged)
Build & Release / build (push) Canceled after 0s
2026-10-14 10:23:55 -05:00
4DBug e502866075 CI: minified builds (ImGui.min.luau, ImGui-nodemo.min.luau, imgui_love.min.lua, imgui_love-nodemo.min.lua) via tools/minify.py; checks + release assets; run.py MINIFY=1 2026-10-14 10:23:55 -05:00
4DBug 1431d2e19d 0.1.3
Build & Release / build (push) Canceled after 0s
2026-10-14 06:26:28 -05:00
4DBug 7eb7d5fcbb Docking: set node.LastBgColor (closing dock hosts drew white bodies), host skips own bg, fix SetNextWindowBgAlpha; Roblox backend: frames skipped by the render rate cap are drawn later (UI could freeze when the app stopped rendering); t_dock_close test 2026-10-14 06:26:28 -05:00
4DBug 2558c30d32 0.1.2
Build & Release / build (push) Canceled after 0s
2026-10-09 02:24:21 -05:00
4DBug e228ed8638 Roblox backend: text proxy is opt-in (SetTextProxy), remove SetTextProxyDebug; new example main.client.luau 2026-10-09 02:22:30 -05:00
4DBug 28dc08e043 README: move 'How it works' below Getting Started
Build & Release / build (push) Canceled after 0s
2026-10-08 20:57:31 -05:00
4DBug f63a37f07d README: Wally package link; 0.1.1
Build & Release / build (push) Canceled after 0s
2026-10-08 20:54:31 -05:00
4DBug 08356b4f1f Wally: scope 4dbug (must match the GitHub account)
Build & Release / build (push) Canceled after 0s
2026-10-08 20:52:52 -05:00
51 changed files with 97900 additions and 39389 deletions
+26 -27
View File
@@ -10,7 +10,7 @@ Dear ImGui for Roblox (and more)
A Lua/Luau port of [Dear ImGui](https://github.com/ocornut/imgui) (docking branch, 1.93 WIP). **Roblox is the primary target** (rendered with EditableImages); the same sources also run on [LÖVE](https://love2d.org) (LuaJIT, GPU renderer), and the backend layout leaves room for more. It follows the C++ source function by function, so upstream documentation, examples and the demo apply almost directly.
| [The Pitch](#the-pitch) - [Usage](#usage) - [How it works](#how-it-works) - [Demo](#demo) - [Getting Started & Integration](#getting-started--integration) - [Backends](#backends) |
| [The Pitch](#the-pitch) - [Usage](#usage) - [Demo](#demo) - [Getting Started & Integration](#getting-started--integration-roblox) - [How it works](#how-it-works-roblox-backend) - [Backends](#backends) |
:----------------------------------------------------------: |
| [Differences from C++](#differences-from-c-dear-imgui) - [Performance](#performance) - [Testing](#testing) - [Not ported yet](#not-ported-yet) |
| [FAQ](#faq) - [Credits](#credits) - [License](#license) |
@@ -79,27 +79,6 @@ Dear ImGui allows you to **create elaborate tools** as well as very short-lived
Every snippet in this README is run by [`tools/test/scripts/t_readme.luau`](/tools/test/scripts/t_readme.luau), and every image was rendered by this port with [`tools/screenshots/make.py`](/tools/screenshots/make.py).
### How it works (Roblox backend)
Dear ImGui itself never draws anything: every frame it produces `ImDrawData`, a list of textured, coloured triangles plus clip rectangles, and expects the backend to put them on screen. On desktop that is a few GPU draw calls. Roblox has no API to draw arbitrary triangles in 2D, so the Roblox backend ([backends/imgui_impl_roblox.lua](/backends/imgui_impl_roblox.lua)) does what a GPU would do, in Luau, and pushes the result into **EditableImages**.
**Why software rasterization?** The alternatives don't fit Dear ImGui:
- *One GUI Instance per widget/shape* (what most Roblox UI libraries do) means re-creating, re-parenting or diffing thousands of Instances every frame, can't express anti-aliased curves, per-vertex gradients or font-atlas glyphs, and would no longer be Dear ImGui's renderer output.
- *Rasterizing the draw data* keeps the output identical to Dear ImGui's: the same fonts, anti-aliasing, rounding and gradients, and every widget (including custom `ImDrawList` drawing) works without backend support.
The cost is CPU time in Luau, so the backend is built around **not drawing**:
1. **Layers per window.** Every draw list (one per top-level window, popup, tooltip) gets its own `Frame` with `ZIndex` following Dear ImGui's draw order. Its content is rasterized relative to the window, so **moving a window only changes the Frame's `Position`**; no pixel is redrawn or uploaded.
2. **Tiles.** Each layer is covered by 128×128 EditableImage tiles (`ImageLabel`s). Every primitive is hashed (positions relative to the layer, UVs, colours, texture, clip) into the tiles it touches. **Only tiles whose hash changed are re-rasterized and uploaded**, and only the dirty region of those (`WritePixelsBuffer` with a sub-rectangle). A static UI uploads nothing.
3. **Scrolling reuses pixels.** Window content is a separate layer inside a `ClipsDescendants` frame sized to the window's visible area, positioned at the scroll offset. Scrolling moves it like dragging moves a window; only rows entering view are drawn. Decorations (title bar, borders, scrollbar) stay in their own layers.
4. **Skipping unchanged windows.** Vertices are stored in a flat Luau `buffer` (36 bytes each) instead of tables. Before any per-tile work, a window's raw vertex/index bytes are compared with last frame's; if identical, its layers are just restacked.
5. **Fast rasterizer.** `@native` functions; axis-aligned quads (most rects and every glyph) take a span-fill path, flat rows are copied instead of re-blended, gradient rects (color pickers) are filled per row, and only real triangles (anti-aliased edges, curves) use the generic edge-function rasterizer.
6. **Render rate.** Tiles update at most `SetRenderRate(hz)` times per second (default 60), optionally lower while scrolling/resizing (`SetBusyRenderRate`). Your UI code and Dear ImGui's logic still run every frame, so input is never dropped.
**Input.** Mouse and keys come from `UserInputService`. While the mouse is over Dear ImGui (`io.WantCaptureMouse`), the tiles are `Active`, so clicks and the wheel don't reach the game (camera zoom). Games can't read the clipboard, so while a text field is active a hidden `TextBox` holds focus: the OS delivers typing (any layout), paste and copy/cut through it, and its text mirrors Dear ImGui's current selection. Fonts are TTFs rasterized by the ported stb_truetype into the font atlas, which becomes a backend texture like any image (`CreateTexture` works for your own pixels too).
**Instances inside windows.** The backend can place your own Instances (e.g. a `ViewportFrame`) inside a window's layer, so they stack, clip and move with it; see the `ImGui.Embed` widget in [examples/example_roblox/main.client.luau](/examples/example_roblox/main.client.luau).
### Demo
Calling `ImGui.ShowDemoWindow()` creates a demo window that showcases a variety of features and examples. The code is in [imgui_demo.lua](/imgui_demo.lua), like upstream's `imgui_demo.cpp`. **It's strongly recommended to keep it at hand as a reference**: you can find the code for any widget you see by searching for its label.
@@ -137,7 +116,7 @@ The Style Editor (`ImGui.ShowStyleEditor()`) and the Metrics/Debugger (`ImGui.Sh
### Getting Started & Integration (Roblox)
With [Wally](https://wally.run): add `ImGui = "bug/imgui-luau@0.1.0"` under `[dependencies]` in your `wally.toml`, run `wally install`, then `require(ReplicatedStorage.Packages.ImGui)`. Or from source:
With [Wally](https://wally.run) ([4dbug/imgui-luau](https://wally.run/package/4dbug/imgui-luau)): add `ImGui = "4dbug/imgui-luau@0.3.0"` under `[dependencies]` in your `wally.toml`, run `wally install`, then `require(ReplicatedStorage.Packages.ImGui)`. Or from source:
1. Build the module: `python3 tools/bundle.py` writes `build/ImGui.luau` (`--no-demo` leaves the demo out) and `build/ImGuiTyped.luau`, a small typed entry module (Luau types for the public `ImGui.*` API, `ImVec2`/`ImVec4` and the flag enums) that requires `build/ImGui.luau` as its child `Impl`. The Wally package and the Rojo projects use that layout, so you get autocomplete and type errors in `--!strict` scripts. The single-file `ImGui.luau` also works on its own, just untyped.
2. Sync with [Rojo](https://rojo.space): [`default.project.json`](/default.project.json) puts the module in `ReplicatedStorage.ImGui` and the example LocalScript in `StarterPlayerScripts`.
@@ -172,7 +151,8 @@ Backend options:
| --- | --- |
| `ImGui_ImplRoblox.Init(parent, render_scale)` | `render_scale` = your OS display scale renders at physical-pixel resolution (crisper, same size as desktop imgui). |
| `ImGui_ImplRoblox.SetRenderScale(scale)` | Change it at runtime. |
| `ImGui_ImplRoblox.SetRenderRate(hz)` | Max tile redraws per second (default 60, `0` = every frame). Your code still runs every frame. |
| `ImGui_ImplRoblox.SetRenderRate(hz)` | Max tile redraws per second (default `60`; `0` = every frame). Your code still runs every frame. |
| `ImGui_ImplRoblox.SetRedrawBudget(ms)` | Max milliseconds per frame spent redrawing changed tiles (opt-in; default `0` = no limit, every change is drawn the same frame). With a budget, tiles over it keep their old pixels for a few frames, so big changes are spread over frames instead of one long frame (parts of the UI may update a frame or two apart). |
| `ImGui_ImplRoblox.SetBusyRenderRate(hz)` | Optional lower redraw rate while scrolling, resizing or moving windows (default off). |
| `ImGui_ImplRoblox.SetProfiling(true)` | MicroProfiler (Ctrl+F6) labels for every backend stage. |
| `ImGui_ImplRoblox.AddFile(path, bytes)` | Register a file (e.g. a `.ttf`) so `io.Fonts:AddFontFromFileTTF(path, size)` can load it. |
@@ -184,6 +164,27 @@ io.Fonts:AddFontDefault()
io.Fonts:AddFontFromFileTTF("fonts/Roboto-Medium.ttf", 16.0)
```
### How it works (Roblox backend)
Dear ImGui itself never draws anything: every frame it produces `ImDrawData`, a list of textured, coloured triangles plus clip rectangles, and expects the backend to put them on screen. On desktop that is a few GPU draw calls. Roblox has no API to draw arbitrary triangles in 2D, so the Roblox backend ([backends/imgui_impl_roblox.lua](/backends/imgui_impl_roblox.lua)) does what a GPU would do, in Luau, and pushes the result into **EditableImages**.
**Why software rasterization?** The alternatives don't fit Dear ImGui:
- *One GUI Instance per widget/shape* (what most Roblox UI libraries do) means re-creating, re-parenting or diffing thousands of Instances every frame, can't express anti-aliased curves, per-vertex gradients or font-atlas glyphs, and would no longer be Dear ImGui's renderer output.
- *Rasterizing the draw data* keeps the output identical to Dear ImGui's: the same fonts, anti-aliasing, rounding and gradients, and every widget (including custom `ImDrawList` drawing) works without backend support.
The cost is CPU time in Luau, so the backend is built around **not drawing**:
1. **Layers per window.** Every draw list (one per top-level window, popup, tooltip) gets its own `Frame` with `ZIndex` following Dear ImGui's draw order. Its content is rasterized relative to the window, so **moving a window only changes the Frame's `Position`**; no pixel is redrawn or uploaded.
2. **Tiles.** Each layer is covered by 128×128 EditableImage tiles (`ImageLabel`s). Every primitive is hashed (positions relative to the layer, UVs, colours, texture, clip) into the tiles it touches. **Only tiles whose hash changed are re-rasterized and uploaded**, and only the dirty region of those (`WritePixelsBuffer` with a sub-rectangle). A static UI uploads nothing.
3. **Scrolling reuses pixels.** Window content is a separate layer inside a `ClipsDescendants` frame sized to the window's visible area, positioned at the scroll offset. Scrolling moves it like dragging moves a window; only rows entering view are drawn. Decorations (title bar, borders, scrollbar) stay in their own layers.
4. **Skipping unchanged windows.** Vertices are stored in a flat Luau `buffer` (36 bytes each) instead of tables. Before any per-tile work, a window's raw vertex/index bytes are compared with last frame's; if identical, its layers are just restacked.
5. **Fast rasterizer.** `@native` functions; axis-aligned quads (most rects and every glyph) take a span-fill path, flat rows are copied instead of re-blended, gradient rects (color pickers) are filled per row, and only real triangles (anti-aliased edges, curves) use the generic edge-function rasterizer.
6. **Redraw budget.** Changed tiles are redrawn in the frame they change. Optionally, `SetRedrawBudget(ms)` caps the redraw time per frame; tiles over it keep their old pixels and follow on the next frames. Redraws are capped at 60 per second by default (`SetRenderRate(hz)`, `0` = uncapped), optionally lower while busy with `SetBusyRenderRate(hz)`. Your UI code and Dear ImGui's logic still run every frame, so input is never dropped.
**Input.** Mouse and keys come from `UserInputService`. While the mouse is over Dear ImGui (`io.WantCaptureMouse`), the tiles are `Active`, so clicks and the wheel don't reach the game (camera zoom). Typing comes from key codes by default (printable ASCII). Call `ImGui_ImplRoblox.SetTextProxy(true)` to opt in to a hidden `TextBox` that holds focus while a text field is active: the OS then delivers typing (any layout), paste and copy/cut through it, and its text mirrors Dear ImGui's current selection. Fonts are TTFs rasterized by the ported stb_truetype into the font atlas, which becomes a backend texture like any image (`CreateTexture` works for your own pixels too).
**Instances inside windows.** The backend can place your own Instances (e.g. a `ViewportFrame`) inside a window's layer, so they stack, clip and move with it; see the `ImGui.Embed` widget in [examples/example_roblox/main.client.luau](/examples/example_roblox/main.client.luau).
### Backends
| Backend | File | Build | Renderer | Example |
@@ -204,12 +205,10 @@ love examples/example_love
Roblox stays the primary target: the Roblox build is untouched by this (no shims, `@native` kept); the LÖVE build strips `@native` and adds small `bit32`/`buffer`/`utf8`/`table` shims (the COMPAT section of [backends/imgui_impl_love.lua](/backends/imgui_impl_love.lua)). `tools/test/love/run.sh` checks that LuaJIT produces exactly the same draw data as Luau.
[examples/example_shared/app.lua](/examples/example_shared/app.lua) is one UI that runs unchanged on both: `roblox.client.luau` (Rojo: `examples/example_shared/default.project.json`) and `main.lua` (`love examples/example_shared`) are the only platform code. Write shared UI code in plain Lua 5.1 syntax (no `+=`, `//`, `continue`).
#### Prebuilt releases
Every push to `master` publishes a rolling `latest` release, and every `v*` tag a versioned release ([.github/workflows/release.yml](/.github/workflows/release.yml)), with:
`ImGui.luau` / `ImGui-nodemo.luau` (Roblox ModuleScript), `imgui_love.lua` / `imgui_love-nodemo.lua` (LÖVE), and `imgui-luau-roblox-*.zip` / `imgui-luau-love-*.zip` (bundle + examples).
`ImGui.luau` (Roblox ModuleScript), `imgui_love.lua` (LÖVE), their minified `.min` variants, and `imgui-luau-roblox-*.zip` / `imgui-luau-love-*.zip` (bundle + examples). For a library-only build without the demo, build it yourself with `--no-demo`.
### Differences from C++ Dear ImGui
+22 -12
View File
@@ -30,27 +30,39 @@ jobs:
unzip -q luau.zip -d luau && chmod +x luau/* && echo "$PWD/luau" >> "$GITHUB_PATH"
- name: Build
env:
IMGUI_BUNDLE_STRICT: "1" # fail if enum folding (needs the luau CLI above) can't run
run: |
mkdir -p dist
python3 tools/bundle.py dist/roblox # ImGui.luau (library + demo)
python3 tools/bundle.py --no-demo dist/roblox-nodemo # ImGui.luau (library only)
python3 tools/bundle.py --target love dist/love # imgui_love.lua (library + demo)
python3 tools/bundle.py --target love --no-demo dist/love-nodemo
# minified variants (comments/whitespace stripped, same code): tools/minify.py
python3 tools/minify.py dist/roblox/ImGui.luau dist/ImGui.min.luau
python3 tools/minify.py dist/love/imgui_love.lua dist/imgui_love.min.lua
- name: Check
run: |
python3 tools/sync_github_readme.py --check
luau-compile --null dist/roblox/ImGui.luau
luau-compile --null dist/roblox-nodemo/ImGui.luau
sed 's|require(script:WaitForChild("Impl"))|nil|' dist/roblox/ImGuiTyped.luau > /tmp/ImGuiTyped.luau && luau-analyze /tmp/ImGuiTyped.luau
luajit -bl dist/love/imgui_love.lua > /dev/null
luajit -bl dist/love-nodemo/imgui_love.lua > /dev/null
python3 tools/minify.py --test
luau-compile --null dist/ImGui.min.luau
luajit -bl dist/imgui_love.min.lua > /dev/null
python3 tools/test/run.py --main tools/test/scripts/t_readme.luau --frames 30 --quiet --roblox --timeout 300 | tee /tmp/r.txt
grep -q "README OK" /tmp/r.txt
python3 tools/test/run.py --main tools/test/scripts/t_cached_window.luau --frames 130 --quiet --roblox --timeout 300 | tee /tmp/c.txt
grep -q "CACHED OK" /tmp/c.txt
MINIFY=1 python3 tools/test/run.py --main tools/test/scripts/t_readme.luau --frames 30 --quiet --roblox --timeout 300 | tee /tmp/rm.txt
grep -q "README OK" /tmp/rm.txt
python3 tools/test/run.py --main tools/test/scripts/t_fixes.luau --frames 55 --quiet --roblox --timeout 300 | tee /tmp/f.txt
grep -q "FIXES OK" /tmp/f.txt
python3 tools/bundle.py --target love >/dev/null
luajit tools/test/love/t_drawhash.lua 60 Widgets,Basic
luajit tools/test/love/t_drawhash.lua 60 Widgets,Basic | tee /tmp/h.txt
cp build/imgui_love.lua /tmp/imgui_love.lua && cp dist/imgui_love.min.lua build/imgui_love.lua
luajit tools/test/love/t_drawhash.lua 60 Widgets,Basic | tee /tmp/hm.txt
cp /tmp/imgui_love.lua build/imgui_love.lua
diff /tmp/h.txt /tmp/hm.txt # minified LÖVE bundle draws exactly the same
luajit tools/test/love/t_examples.lua
- name: Package
@@ -58,16 +70,14 @@ jobs:
V="${GITHUB_REF_NAME}"
cd dist
cp roblox/ImGui.luau ImGui.luau
cp roblox-nodemo/ImGui.luau ImGui-nodemo.luau
cp love/imgui_love.lua imgui_love.lua
cp love-nodemo/imgui_love.lua imgui_love-nodemo.lua
# Roblox: module + example LocalScript + Rojo project
mkdir -p pkg-roblox/build && cp ImGui.luau roblox/ImGuiTyped.luau pkg-roblox/build/ && cp ../default.project.json pkg-roblox/
mkdir -p pkg-roblox/examples && cp -r ../examples/example_roblox ../examples/example_shared pkg-roblox/examples/
mkdir -p pkg-roblox/examples && cp -r ../examples/example_roblox pkg-roblox/examples/
(cd pkg-roblox && zip -qr ../imgui-luau-roblox-$V.zip .)
# LÖVE: bundle + fonts + examples (run: love examples/example_love)
mkdir -p pkg-love/build && cp imgui_love.lua pkg-love/build/ && cp -r ../fonts pkg-love/ && rm -f pkg-love/fonts/*.lua
mkdir -p pkg-love/examples && cp -r ../examples/example_love ../examples/example_shared pkg-love/examples/
mkdir -p pkg-love/examples && cp -r ../examples/example_love pkg-love/examples/
(cd pkg-love && zip -qr ../imgui-luau-love-$V.zip .)
ls -la
@@ -77,9 +87,9 @@ jobs:
with:
files: |
dist/ImGui.luau
dist/ImGui-nodemo.luau
dist/imgui_love.lua
dist/imgui_love-nodemo.lua
dist/*.min.luau
dist/*.min.lua
dist/*.zip
generate_release_notes: true
@@ -105,4 +115,4 @@ jobs:
gh release delete latest --yes --cleanup-tag || true
gh release create latest --latest --title "Latest build (${GITHUB_SHA::7})" \
--notes "Automatic build of ${GITHUB_SHA} on ${GITHUB_REF_NAME}. Tag a commit v* for a versioned release." \
dist/ImGui.luau dist/ImGui-nodemo.luau dist/imgui_love.lua dist/imgui_love-nodemo.lua dist/*.zip
dist/ImGui.luau dist/imgui_love.lua dist/*.min.luau dist/*.min.lua dist/*.zip
+26 -27
View File
@@ -7,7 +7,7 @@ Dear ImGui for Roblox (and more)
A Lua/Luau port of [Dear ImGui](https://github.com/ocornut/imgui) (docking branch, 1.93 WIP). **Roblox is the primary target** (rendered with EditableImages); the same sources also run on [LÖVE](https://love2d.org) (LuaJIT, GPU renderer), and the backend layout leaves room for more. It follows the C++ source function by function, so upstream documentation, examples and the demo apply almost directly.
| [The Pitch](#the-pitch) - [Usage](#usage) - [How it works](#how-it-works) - [Demo](#demo) - [Getting Started & Integration](#getting-started--integration) - [Backends](#backends) |
| [The Pitch](#the-pitch) - [Usage](#usage) - [Demo](#demo) - [Getting Started & Integration](#getting-started--integration-roblox) - [How it works](#how-it-works-roblox-backend) - [Backends](#backends) |
:----------------------------------------------------------: |
| [Differences from C++](#differences-from-c-dear-imgui) - [Performance](#performance) - [Testing](#testing) - [Not ported yet](#not-ported-yet) |
| [FAQ](#faq) - [Credits](#credits) - [License](#license) |
@@ -76,27 +76,6 @@ Dear ImGui allows you to **create elaborate tools** as well as very short-lived
Every snippet in this README is run by [`tools/test/scripts/t_readme.luau`](tools/test/scripts/t_readme.luau), and every image was rendered by this port with [`tools/screenshots/make.py`](tools/screenshots/make.py).
### How it works (Roblox backend)
Dear ImGui itself never draws anything: every frame it produces `ImDrawData`, a list of textured, coloured triangles plus clip rectangles, and expects the backend to put them on screen. On desktop that is a few GPU draw calls. Roblox has no API to draw arbitrary triangles in 2D, so the Roblox backend ([backends/imgui_impl_roblox.lua](backends/imgui_impl_roblox.lua)) does what a GPU would do, in Luau, and pushes the result into **EditableImages**.
**Why software rasterization?** The alternatives don't fit Dear ImGui:
- *One GUI Instance per widget/shape* (what most Roblox UI libraries do) means re-creating, re-parenting or diffing thousands of Instances every frame, can't express anti-aliased curves, per-vertex gradients or font-atlas glyphs, and would no longer be Dear ImGui's renderer output.
- *Rasterizing the draw data* keeps the output identical to Dear ImGui's: the same fonts, anti-aliasing, rounding and gradients, and every widget (including custom `ImDrawList` drawing) works without backend support.
The cost is CPU time in Luau, so the backend is built around **not drawing**:
1. **Layers per window.** Every draw list (one per top-level window, popup, tooltip) gets its own `Frame` with `ZIndex` following Dear ImGui's draw order. Its content is rasterized relative to the window, so **moving a window only changes the Frame's `Position`**; no pixel is redrawn or uploaded.
2. **Tiles.** Each layer is covered by 128×128 EditableImage tiles (`ImageLabel`s). Every primitive is hashed (positions relative to the layer, UVs, colours, texture, clip) into the tiles it touches. **Only tiles whose hash changed are re-rasterized and uploaded**, and only the dirty region of those (`WritePixelsBuffer` with a sub-rectangle). A static UI uploads nothing.
3. **Scrolling reuses pixels.** Window content is a separate layer inside a `ClipsDescendants` frame sized to the window's visible area, positioned at the scroll offset. Scrolling moves it like dragging moves a window; only rows entering view are drawn. Decorations (title bar, borders, scrollbar) stay in their own layers.
4. **Skipping unchanged windows.** Vertices are stored in a flat Luau `buffer` (36 bytes each) instead of tables. Before any per-tile work, a window's raw vertex/index bytes are compared with last frame's; if identical, its layers are just restacked.
5. **Fast rasterizer.** `@native` functions; axis-aligned quads (most rects and every glyph) take a span-fill path, flat rows are copied instead of re-blended, gradient rects (color pickers) are filled per row, and only real triangles (anti-aliased edges, curves) use the generic edge-function rasterizer.
6. **Render rate.** Tiles update at most `SetRenderRate(hz)` times per second (default 60), optionally lower while scrolling/resizing (`SetBusyRenderRate`). Your UI code and Dear ImGui's logic still run every frame, so input is never dropped.
**Input.** Mouse and keys come from `UserInputService`. While the mouse is over Dear ImGui (`io.WantCaptureMouse`), the tiles are `Active`, so clicks and the wheel don't reach the game (camera zoom). Games can't read the clipboard, so while a text field is active a hidden `TextBox` holds focus: the OS delivers typing (any layout), paste and copy/cut through it, and its text mirrors Dear ImGui's current selection. Fonts are TTFs rasterized by the ported stb_truetype into the font atlas, which becomes a backend texture like any image (`CreateTexture` works for your own pixels too).
**Instances inside windows.** The backend can place your own Instances (e.g. a `ViewportFrame`) inside a window's layer, so they stack, clip and move with it; see the `ImGui.Embed` widget in [examples/example_roblox/main.client.luau](examples/example_roblox/main.client.luau).
### Demo
Calling `ImGui.ShowDemoWindow()` creates a demo window that showcases a variety of features and examples. The code is in [imgui_demo.lua](imgui_demo.lua), like upstream's `imgui_demo.cpp`. **It's strongly recommended to keep it at hand as a reference**: you can find the code for any widget you see by searching for its label.
@@ -134,7 +113,7 @@ The Style Editor (`ImGui.ShowStyleEditor()`) and the Metrics/Debugger (`ImGui.Sh
### Getting Started & Integration (Roblox)
With [Wally](https://wally.run): add `ImGui = "bug/imgui-luau@0.1.0"` under `[dependencies]` in your `wally.toml`, run `wally install`, then `require(ReplicatedStorage.Packages.ImGui)`. Or from source:
With [Wally](https://wally.run) ([4dbug/imgui-luau](https://wally.run/package/4dbug/imgui-luau)): add `ImGui = "4dbug/imgui-luau@0.3.0"` under `[dependencies]` in your `wally.toml`, run `wally install`, then `require(ReplicatedStorage.Packages.ImGui)`. Or from source:
1. Build the module: `python3 tools/bundle.py` writes `build/ImGui.luau` (`--no-demo` leaves the demo out) and `build/ImGuiTyped.luau`, a small typed entry module (Luau types for the public `ImGui.*` API, `ImVec2`/`ImVec4` and the flag enums) that requires `build/ImGui.luau` as its child `Impl`. The Wally package and the Rojo projects use that layout, so you get autocomplete and type errors in `--!strict` scripts. The single-file `ImGui.luau` also works on its own, just untyped.
2. Sync with [Rojo](https://rojo.space): [`default.project.json`](default.project.json) puts the module in `ReplicatedStorage.ImGui` and the example LocalScript in `StarterPlayerScripts`.
@@ -169,7 +148,8 @@ Backend options:
| --- | --- |
| `ImGui_ImplRoblox.Init(parent, render_scale)` | `render_scale` = your OS display scale renders at physical-pixel resolution (crisper, same size as desktop imgui). |
| `ImGui_ImplRoblox.SetRenderScale(scale)` | Change it at runtime. |
| `ImGui_ImplRoblox.SetRenderRate(hz)` | Max tile redraws per second (default 60, `0` = every frame). Your code still runs every frame. |
| `ImGui_ImplRoblox.SetRenderRate(hz)` | Max tile redraws per second (default `60`; `0` = every frame). Your code still runs every frame. |
| `ImGui_ImplRoblox.SetRedrawBudget(ms)` | Max milliseconds per frame spent redrawing changed tiles (opt-in; default `0` = no limit, every change is drawn the same frame). With a budget, tiles over it keep their old pixels for a few frames, so big changes are spread over frames instead of one long frame (parts of the UI may update a frame or two apart). |
| `ImGui_ImplRoblox.SetBusyRenderRate(hz)` | Optional lower redraw rate while scrolling, resizing or moving windows (default off). |
| `ImGui_ImplRoblox.SetProfiling(true)` | MicroProfiler (Ctrl+F6) labels for every backend stage. |
| `ImGui_ImplRoblox.AddFile(path, bytes)` | Register a file (e.g. a `.ttf`) so `io.Fonts:AddFontFromFileTTF(path, size)` can load it. |
@@ -181,6 +161,27 @@ io.Fonts:AddFontDefault()
io.Fonts:AddFontFromFileTTF("fonts/Roboto-Medium.ttf", 16.0)
```
### How it works (Roblox backend)
Dear ImGui itself never draws anything: every frame it produces `ImDrawData`, a list of textured, coloured triangles plus clip rectangles, and expects the backend to put them on screen. On desktop that is a few GPU draw calls. Roblox has no API to draw arbitrary triangles in 2D, so the Roblox backend ([backends/imgui_impl_roblox.lua](backends/imgui_impl_roblox.lua)) does what a GPU would do, in Luau, and pushes the result into **EditableImages**.
**Why software rasterization?** The alternatives don't fit Dear ImGui:
- *One GUI Instance per widget/shape* (what most Roblox UI libraries do) means re-creating, re-parenting or diffing thousands of Instances every frame, can't express anti-aliased curves, per-vertex gradients or font-atlas glyphs, and would no longer be Dear ImGui's renderer output.
- *Rasterizing the draw data* keeps the output identical to Dear ImGui's: the same fonts, anti-aliasing, rounding and gradients, and every widget (including custom `ImDrawList` drawing) works without backend support.
The cost is CPU time in Luau, so the backend is built around **not drawing**:
1. **Layers per window.** Every draw list (one per top-level window, popup, tooltip) gets its own `Frame` with `ZIndex` following Dear ImGui's draw order. Its content is rasterized relative to the window, so **moving a window only changes the Frame's `Position`**; no pixel is redrawn or uploaded.
2. **Tiles.** Each layer is covered by 128×128 EditableImage tiles (`ImageLabel`s). Every primitive is hashed (positions relative to the layer, UVs, colours, texture, clip) into the tiles it touches. **Only tiles whose hash changed are re-rasterized and uploaded**, and only the dirty region of those (`WritePixelsBuffer` with a sub-rectangle). A static UI uploads nothing.
3. **Scrolling reuses pixels.** Window content is a separate layer inside a `ClipsDescendants` frame sized to the window's visible area, positioned at the scroll offset. Scrolling moves it like dragging moves a window; only rows entering view are drawn. Decorations (title bar, borders, scrollbar) stay in their own layers.
4. **Skipping unchanged windows.** Vertices are stored in a flat Luau `buffer` (36 bytes each) instead of tables. Before any per-tile work, a window's raw vertex/index bytes are compared with last frame's; if identical, its layers are just restacked.
5. **Fast rasterizer.** `@native` functions; axis-aligned quads (most rects and every glyph) take a span-fill path, flat rows are copied instead of re-blended, gradient rects (color pickers) are filled per row, and only real triangles (anti-aliased edges, curves) use the generic edge-function rasterizer.
6. **Redraw budget.** Changed tiles are redrawn in the frame they change. Optionally, `SetRedrawBudget(ms)` caps the redraw time per frame; tiles over it keep their old pixels and follow on the next frames. Redraws are capped at 60 per second by default (`SetRenderRate(hz)`, `0` = uncapped), optionally lower while busy with `SetBusyRenderRate(hz)`. Your UI code and Dear ImGui's logic still run every frame, so input is never dropped.
**Input.** Mouse and keys come from `UserInputService`. While the mouse is over Dear ImGui (`io.WantCaptureMouse`), the tiles are `Active`, so clicks and the wheel don't reach the game (camera zoom). Typing comes from key codes by default (printable ASCII). Call `ImGui_ImplRoblox.SetTextProxy(true)` to opt in to a hidden `TextBox` that holds focus while a text field is active: the OS then delivers typing (any layout), paste and copy/cut through it, and its text mirrors Dear ImGui's current selection. Fonts are TTFs rasterized by the ported stb_truetype into the font atlas, which becomes a backend texture like any image (`CreateTexture` works for your own pixels too).
**Instances inside windows.** The backend can place your own Instances (e.g. a `ViewportFrame`) inside a window's layer, so they stack, clip and move with it; see the `ImGui.Embed` widget in [examples/example_roblox/main.client.luau](examples/example_roblox/main.client.luau).
### Backends
| Backend | File | Build | Renderer | Example |
@@ -201,12 +202,10 @@ love examples/example_love
Roblox stays the primary target: the Roblox build is untouched by this (no shims, `@native` kept); the LÖVE build strips `@native` and adds small `bit32`/`buffer`/`utf8`/`table` shims (the COMPAT section of [backends/imgui_impl_love.lua](backends/imgui_impl_love.lua)). `tools/test/love/run.sh` checks that LuaJIT produces exactly the same draw data as Luau.
[examples/example_shared/app.lua](examples/example_shared/app.lua) is one UI that runs unchanged on both: `roblox.client.luau` (Rojo: `examples/example_shared/default.project.json`) and `main.lua` (`love examples/example_shared`) are the only platform code. Write shared UI code in plain Lua 5.1 syntax (no `+=`, `//`, `continue`).
#### Prebuilt releases
Every push to `master` publishes a rolling `latest` release, and every `v*` tag a versioned release ([.github/workflows/release.yml](.github/workflows/release.yml)), with:
`ImGui.luau` / `ImGui-nodemo.luau` (Roblox ModuleScript), `imgui_love.lua` / `imgui_love-nodemo.lua` (LÖVE), and `imgui-luau-roblox-*.zip` / `imgui-luau-love-*.zip` (bundle + examples).
`ImGui.luau` (Roblox ModuleScript), `imgui_love.lua` (LÖVE), their minified `.min` variants, and `imgui-luau-roblox-*.zip` / `imgui-luau-love-*.zip` (bundle + examples). For a library-only build without the demo, build it yourself with `--no-demo`.
### Differences from C++ Dear ImGui
+4
View File
@@ -431,6 +431,8 @@ function ImGui_ImplLOVE_Init(opts)
local io = ImGui.GetIO()
local bd = { Time = love.timer.getTime(), Root = opts.root or "", Textures = {}, TextureCount = 0, Meshes = {}, FrameNo = 0 }
io.BackendPlatformUserData = bd
io.BackendPlatformName = "imgui_impl_love"
io.BackendRendererName = "imgui_impl_love"
io.BackendFlags = bit32.bor(io.BackendFlags, ImGuiBackendFlags.RendererHasTextures, ImGuiBackendFlags.RendererHasVtxOffset, ImGuiBackendFlags.HasMouseCursors)
local platform_io = ImGui.GetPlatformIO()
@@ -449,6 +451,8 @@ function ImGui_ImplLOVE_Shutdown()
for _, m in pairs(bd.Meshes) do m.Mesh:release() end
for _, t in pairs(bd.Textures) do t:release() end
io.BackendPlatformUserData = nil
io.BackendPlatformName = nil
io.BackendRendererName = nil
io.BackendFlags = bit32.band(io.BackendFlags, bit32.bnot(bit32.bor(ImGuiBackendFlags.RendererHasTextures, ImGuiBackendFlags.RendererHasVtxOffset, ImGuiBackendFlags.HasMouseCursors)))
end
+398 -78
View File
@@ -142,6 +142,7 @@ end
---------------------------------------------------------
-- Copies a region of ImTextureData pixels (1-based byte table) into our RGBA8 buffer
@native
local function CopyTexturePixels(tex, dst, x, y, w, h)
local bpp, tex_w = tex.BytesPerPixel, tex.Width
for row = 0, h - 1 do
@@ -208,6 +209,8 @@ end
-- Blending is non-premultiplied "over" with a transparent (alpha 0) background, so the game stays visible behind ImGui.
local buf, buf_w -- buffer/width of the tile being drawn
local rect_cols = table.create(256, 0) -- scratch: texel column offsets for DrawRect
local sub_bufs, n_sub_bufs = {}, 0 -- scratch: partial tile upload buffers by size
local TILE_SIZE -- Vector2, set below
-- Blends one pixel (r, g, b, a are 0..255). One u32 read/write, one division in the general case.
@@ -337,18 +340,30 @@ local function DrawRect(x0, y0, x1, y1, u0, v0, u1, v1, col, t, cx0, cy0, cx1, c
local du, dv = (u1 - u0) / (x1 - x0), (v1 - v0) / (y1 - y0)
local tw, th, tbuf = t.Width, t.Height, t.Buffer
local r255, g255, b255, a255 = r / 255, g / 255, b / 255, a / 255
-- The texel column only depends on x: compute it once per column instead of once per pixel
local ncol = px1 - px0
local cols = rect_cols
for c = 1, ncol do
local tx = floor((u0 + (px0 + c - 1 + 0.5 - x0) * du) * tw)
if tx < 0 then tx = 0 elseif tx >= tw then tx = tw - 1 end
cols[c] = tx * 4
end
for y = py0, py1 - 1 do
local ty = floor((v0 + (y + 0.5 - y0) * dv) * th)
if ty < 0 then ty = 0 elseif ty >= th then ty = th - 1 end
local trow = ty * tw
local trow4 = ty * tw * 4
local o = (y * buf_w + px0) * 4
for x = px0, px1 - 1 do
local tx = floor((u0 + (x + 0.5 - x0) * du) * tw)
if tx < 0 then tx = 0 elseif tx >= tw then tx = tw - 1 end
local to = (trow + tx) * 4
for c = 1, ncol do
local to = trow4 + cols[c]
local ta = readu8(tbuf, to + 3)
if ta > 0 then
BlendPixel(o, readu8(tbuf, to) * r255, readu8(tbuf, to + 1) * g255, readu8(tbuf, to + 2) * b255, ta * a255)
local sa = ta * a255
local sr, sg, sb = readu8(tbuf, to) * r255, readu8(tbuf, to + 1) * g255, readu8(tbuf, to + 2) * b255
if sa >= 255 then -- (BlendPixel's opaque case, inlined: most glyph texels)
writeu32(buf, o, floor(sr + 0.5) + floor(sg + 0.5) * 256 + floor(sb + 0.5) * 65536 + 4278190080)
else
BlendPixel(o, sr, sg, sb, sa)
end
end
o = o + 4
end
@@ -442,6 +457,7 @@ local P1, P2 = 2147483647, 2147483629 -- two independent 31 bit hashes per tile
local KEY_W = 64 -- tile key = ty * KEY_W + tx (layers up to 16384 px wide)
local CLIP_PAD = 2048 -- content up to this far off screen is kept, so dragging a window past the edge doesn't redraw it
local LAYER_KEEP_FRAMES = 120 -- unused layers are destroyed after this many rendered frames
local MAX_DEFER_FRAMES = 8 -- a tile is redrawn at the latest this many frames after it changed, even over the redraw budget
-- Primitive arrays (reused between frames, no per-frame allocation)
local pr_a, pr_b, pr_c, pr_d, pr_t, pr_g = {}, {}, {}, {}, {}, {} -- vertices (pr_d == false -> triangle), texture, gradient kind
@@ -451,6 +467,7 @@ local pr_tex = {} -- texture id
local pr_vb = {} -- vertex buffer (draw list VtxBuffer.Buf)
local pr_k = {} -- layer kind (1..3)
local plist1, plist2, plist3 = {}, {}, {} -- primitive indices per layer kind
local cm_free, cm_kind, cm_x0, cm_y0, cm_x1, cm_y1 = {}, {}, {}, {}, {}, {} -- per draw command (collect -> Snapshot)
@native
local function HashVertex(h1, h2, vbuf, v, ox, oy)
@@ -540,7 +557,7 @@ local function GetLayer(bd, draw_list, kind)
else
frame = NewFrame(bd.Gui, false); root = frame
end
layer = { Root = root, Frame = frame, Tiles = {}, TH1 = {}, TH2 = {}, TN = {}, TL = {}, TX = {}, TY = {}, Touched = {}, NTouched = 0,
layer = { Root = root, Frame = frame, Tiles = {}, TH1 = {}, TH2 = {}, TN = {}, TL = {}, TL1 = {}, TL2 = {}, TLF = {}, TX = {}, TY = {}, Touched = {}, NTouched = 0,
Visible = false, X = false, Y = false, Z = -1, CX0 = false, CY0 = false, CX1 = false, CY1 = false }
set[kind] = layer
return layer
@@ -567,7 +584,8 @@ local function GetTile(bd, layer, key, tx, ty)
label.Visible = false
label.Active = bd.TilesActive
label.Parent = layer.Frame
tile = { Image = img, Label = label, Buffer = buffer.create(TILE * TILE * 4), H1 = -1, H2 = -1, Visible = false, BX0 = TILE, BY0 = TILE, BX1 = 0, BY1 = 0 }
tile = { Image = img, Label = label, Buffer = buffer.create(TILE * TILE * 4), H1 = -1, H2 = -1, Visible = false, BX0 = TILE, BY0 = TILE, BX1 = 0, BY1 = 0,
ON = -1, OH1 = {}, OH2 = {}, OF = {}, OB0 = {}, OB1 = {}, OB2 = {}, OB3 = {} } -- last drawn primitive list (hashes, bounds in tile)
layer.Tiles[key] = tile
return tile
end
@@ -587,31 +605,129 @@ local function DestroyTiles(bd)
bd.Layers = {}
end
-- Exact signature of everything in a draw list that affects its layers (nil = can't skip: user callbacks)
local sig_buf = buffer.create(4096)
-- Snapshot of everything in a draw list that affects its layers, compared exactly with the next frame's list:
-- 1 = identical (only restack), 2 = everything moved by the same whole pixels (dx, dy) (only move the layers: a window
-- being dragged), 0 = changed (full path). Compared in place (no strings built): early exit at the first difference.
local writef64 = buffer.writef64
local CMD_STRIDE = 70 -- clip (4 f64), ElemCount, IdxOffset, VtxOffset (u32), tex id (f64), kind (u8), free (u8), bounds of its primitives (4 x i32)
@native
local function DrawListSignature(draw_list, ox, oy)
local function Snapshot(set, draw_list, ox, oy, sw, sh)
local nv = draw_list.VtxBuffer.Size * VTX_STRIDE
local idx, ni = draw_list.IdxBuffer.Data, draw_list.IdxBuffer.Size
local ncmd = draw_list.CmdBuffer.Size
local need = ni * 4 + ncmd * 64 + 64
if buffer.len(sig_buf) < need then sig_buf = buffer.create(need * 2) end
local b, o = sig_buf, 0
for i = 1, ni do writeu32(b, o, idx[i]); o += 4 end
local sv, si, sc = set.SV, set.SI, set.SC
if not sv or buffer.len(sv) < nv then sv = buffer.create(max(nv, 64) * 2); set.SV = sv end
if not si or buffer.len(si) < ni * 4 then si = buffer.create(max(ni, 16) * 8); set.SI = si end
if not sc or buffer.len(sc) < ncmd * CMD_STRIDE then sc = buffer.create(max(ncmd, 4) * CMD_STRIDE * 2); set.SC = sc end
buffer.copy(sv, 0, draw_list.VtxBuffer.Buf, 0, nv)
for i = 1, ni do writeu32(si, (i - 1) * 4, idx[i]) end
local o, ci = 0, 0
for _, pcmd in draw_list.CmdBuffer:iter() do
if pcmd.UserCallback ~= nil then return nil end
if pcmd.UserCallback ~= nil then set.SnapOK = false; return end
local c = pcmd.ClipRect
buffer.writef64(b, o, c.x); buffer.writef64(b, o + 8, c.y); buffer.writef64(b, o + 16, c.z); buffer.writef64(b, o + 24, c.w)
writeu32(b, o + 32, pcmd.ElemCount); writeu32(b, o + 36, pcmd.IdxOffset); writeu32(b, o + 40, pcmd.VtxOffset)
buffer.writef64(b, o + 44, pcmd:GetTexID())
o += 52
writef64(sc, o, c.x); writef64(sc, o + 8, c.y); writef64(sc, o + 16, c.z); writef64(sc, o + 24, c.w)
writeu32(sc, o + 32, pcmd.ElemCount); writeu32(sc, o + 36, pcmd.IdxOffset); writeu32(sc, o + 40, pcmd.VtxOffset)
writef64(sc, o + 44, pcmd:GetTexID())
ci += 1
buffer.writeu8(sc, o + 52, cm_kind[ci] or 0); buffer.writeu8(sc, o + 53, cm_free[ci] and 1 or 0)
if cm_free[ci] then
buffer.writei32(sc, o + 54, cm_x0[ci]); buffer.writei32(sc, o + 58, cm_y0[ci]); buffer.writei32(sc, o + 62, cm_x1[ci]); buffer.writei32(sc, o + 66, cm_y1[ci])
end
o += CMD_STRIDE
end
set.SVN, set.SIN, set.SCN = nv, ni, ncmd
set.SOX, set.SOY, set.SSW, set.SSH = ox, oy, sw, sh
set.SCC = draw_list._ContentClipX0 ~= nil
set.SCX0, set.SCY0, set.SCX1, set.SCY1 = draw_list._ContentClipX0 or 0, draw_list._ContentClipY0 or 0, draw_list._ContentClipX1 or 0, draw_list._ContentClipY1 or 0
set.SSX, set.SSY = draw_list._ScrollOriginX or 0, draw_list._ScrollOriginY or 0
set.SnapOK = true
end
-- a + d == b exactly, with no rounding in a + d (so every later "x - origin" gives the same result as before the move)
@native
local function ShiftedExact(a, d, b)
local s = a + d
if s ~= b then return false end
local bb = s - a
return (a - (s - bb)) + (d - bb) == 0
end
@native
local function CompareDrawList(set, draw_list, ox, oy, sw, sh)
if not set or not set.SnapOK then return 0 end
local nv = draw_list.VtxBuffer.Size * VTX_STRIDE
local ni, ncmd = draw_list.IdxBuffer.Size, draw_list.CmdBuffer.Size
if nv ~= set.SVN or ni ~= set.SIN or ncmd ~= set.SCN or ox ~= set.SOX or oy ~= set.SOY or sw ~= set.SSW or sh ~= set.SSH then return 0 end
if (draw_list._ContentClipX0 ~= nil) ~= set.SCC then return 0 end
local vb, sv = draw_list.VtxBuffer.Buf, set.SV
if nv == 0 then return 1 end
-- translation from the first vertex: whole pixels only, and only with DisplayPos at 0 (so it stays exact)
local dx, dy = readf64(vb, 0) - readf64(sv, 0), readf64(vb, 8) - readf64(sv, 8)
if dx ~= dx or dy ~= dy then return 0 end
if dx ~= 0 or dy ~= 0 then
if dx ~= floor(dx) or dy ~= floor(dy) or ox ~= 0 or oy ~= 0 or not set.SLimFree then return 0 end
-- everything must stay as far from the clip limits as before (nothing newly clamped)
if set.SEX0 + dx < -CLIP_PAD or set.SEY0 + dy < -CLIP_PAD or set.SEX1 + dx > sw + CLIP_PAD or set.SEY1 + dy > sh + CLIP_PAD then return 0 end
end
local idx, si = draw_list.IdxBuffer.Data, set.SI
for i = 1, ni do if idx[i] ~= readu32(si, (i - 1) * 4) then return 0 end end
local sc, o = set.SC, 0
local ccx0, ccy0, ccx1, ccy1 = draw_list._ContentClipX0, draw_list._ContentClipY0, draw_list._ContentClipX1, draw_list._ContentClipY1
local seen_content = false
for _, pcmd in draw_list.CmdBuffer:iter() do
if pcmd.UserCallback ~= nil then return 0 end
if pcmd.ElemCount ~= readu32(sc, o + 32) or pcmd.IdxOffset ~= readu32(sc, o + 36) or pcmd.VtxOffset ~= readu32(sc, o + 40) or pcmd:GetTexID() ~= readf64(sc, o + 44) then return 0 end
local c = pcmd.ClipRect
if dx == 0 and dy == 0 then
if c.x ~= readf64(sc, o) or c.y ~= readf64(sc, o + 8) or c.z ~= readf64(sc, o + 16) or c.w ~= readf64(sc, o + 24) then return 0 end
elseif not (ShiftedExact(readf64(sc, o), dx, c.x) and ShiftedExact(readf64(sc, o + 8), dy, c.y)
and ShiftedExact(readf64(sc, o + 16), dx, c.z) and ShiftedExact(readf64(sc, o + 24), dy, c.w)) then
-- An unchanged clip rect (e.g. the viewport) is fine if it clipped none of this command's primitives before
-- the move and still clips none after it
if c.x ~= readf64(sc, o) or c.y ~= readf64(sc, o + 8) or c.z ~= readf64(sc, o + 16) or c.w ~= readf64(sc, o + 24)
or buffer.readu8(sc, o + 53) == 0 then return 0 end
if buffer.readi32(sc, o + 54) + dx < floor(c.x) or buffer.readi32(sc, o + 58) + dy < floor(c.y)
or buffer.readi32(sc, o + 62) + dx > floor(c.z) or buffer.readi32(sc, o + 66) + dy > floor(c.w) then return 0 end
end
-- same layer kind as before (same rule as the collect pass)
if pcmd.ElemCount > 0 then
local kind = 1
if ccx0 and c.x >= ccx0 and c.y >= ccy0 and c.z <= ccx1 and c.w <= ccy1 then kind = 2; seen_content = true
elseif seen_content then kind = 3 end
if kind ~= buffer.readu8(sc, o + 52) then return 0 end
end
o += CMD_STRIDE
end
if dx == 0 and dy == 0 then
if set.SCC and (draw_list._ContentClipX0 ~= set.SCX0 or draw_list._ContentClipY0 ~= set.SCY0 or draw_list._ContentClipX1 ~= set.SCX1
or draw_list._ContentClipY1 ~= set.SCY1 or draw_list._ScrollOriginX ~= set.SSX or draw_list._ScrollOriginY ~= set.SSY) then return 0 end
for v = 0, nv - VTX_STRIDE, VTX_STRIDE do
if readf64(vb, v) ~= readf64(sv, v) or readf64(vb, v + 8) ~= readf64(sv, v + 8) or readf64(vb, v + 16) ~= readf64(sv, v + 16)
or readf64(vb, v + 24) ~= readf64(sv, v + 24) or readu32(vb, v + 32) ~= readu32(sv, v + 32) then return 0 end
end
return 1
end
if set.SCC and not (ShiftedExact(set.SCX0, dx, draw_list._ContentClipX0) and ShiftedExact(set.SCY0, dy, draw_list._ContentClipY0)
and ShiftedExact(set.SCX1, dx, draw_list._ContentClipX1) and ShiftedExact(set.SCY1, dy, draw_list._ContentClipY1)
and ShiftedExact(set.SSX, dx, draw_list._ScrollOriginX) and ShiftedExact(set.SSY, dy, draw_list._ScrollOriginY)) then return 0 end
for v = 0, nv - VTX_STRIDE, VTX_STRIDE do
if not ShiftedExact(readf64(sv, v), dx, readf64(vb, v)) or not ShiftedExact(readf64(sv, v + 8), dy, readf64(vb, v + 8))
or readf64(vb, v + 16) ~= readf64(sv, v + 16) or readf64(vb, v + 24) ~= readf64(sv, v + 24) or readu32(vb, v + 32) ~= readu32(sv, v + 32) then return 0 end
end
return 2, dx, dy
end
-- A window moved by whole pixels: its tiles are unchanged, only the layer frames move
local function ShiftLayer(layer, dx, dy, scale)
layer.X += dx; layer.Y += dy
local root = layer.Root
if root ~= layer.Frame then
layer.CX0 += dx; layer.CY0 += dy; layer.CX1 += dx; layer.CY1 += dy
root.Position = UDim2.fromOffset(layer.CX0 / scale, layer.CY0 / scale)
else
root.Position = UDim2.fromOffset(layer.X / scale, layer.Y / scale)
end
buffer.writef64(b, o, ox); buffer.writef64(b, o + 8, oy)
buffer.writef64(b, o + 16, draw_list._ContentClipX0 or -1); buffer.writef64(b, o + 24, draw_list._ContentClipY0 or -1)
buffer.writef64(b, o + 32, draw_list._ContentClipX1 or -1); buffer.writef64(b, o + 40, draw_list._ContentClipY1 or -1)
buffer.writef64(b, o + 48, draw_list._ContentClipX0 and draw_list._ScrollOriginX or -1)
buffer.writef64(b, o + 56, draw_list._ContentClipX0 and draw_list._ScrollOriginY or -1)
o += 64
return readstring(draw_list.VtxBuffer.Buf, 0, draw_list.VtxBuffer.Size * VTX_STRIDE) .. readstring(b, 0, o)
end
-- Overlays: user Instances (e.g. a Frame holding a ViewportFrame) placed inside a window, registered every frame with
@@ -690,9 +806,11 @@ local function PE() if profiling then profileend() end end
@native
local function DrawLayer(bd, layer, plist, np, lx0, ly0, ox, oy, force, z, clip_x0, clip_y0, clip_x1, clip_y1)
local scale = bd.Scale
local deferred = false
-- Pass 2: hash primitives into layer-relative tiles
PB("ImGui tile hash")
local th1, th2, tn, tl, touched = layer.TH1, layer.TH2, layer.TN, layer.TL, layer.Touched
local tl1, tl2, tlf = layer.TL1, layer.TL2, layer.TLF -- per-tile list of the primitives' hashes (for partial redraws)
for k = 1, layer.NTouched do tn[touched[k]] = 0 end
local nt = 0
for pi = 1, np do
@@ -701,23 +819,55 @@ local function DrawLayer(bd, layer, plist, np, lx0, ly0, ox, oy, force, z, clip_
-- The clip rect only affects pixels inside the primitive's bounds, so hash the clipped bounds (relative)
-- instead of the clip itself: a window clipped by the (fixed) viewport rect stays hash-stable when moved.
local cx0, cy0, cx1, cy1 = pr_bx0[p] - lx0, pr_by0[p] - ly0, pr_bx1[p] - lx0, pr_by1[p] - ly0
local h1 = ((cx0 * 8191 + cy0) * 8191 + cx1) % P1
local h2 = ((cy1 * 8191 + cx1) * 8191 + cy0 + tex_id) % P2
local vax, vay = lx0 + ox, ly0 + oy
local vbuf = pr_vb[p]
h1, h2 = HashVertex(h1, h2, vbuf, pr_a[p], vax, vay)
local va, vd = pr_a[p], pr_d[p]
-- Flat rect (single colour, no gradient, constant uv): its pixels in a tile are exactly its clipped pixel rect
-- inside that tile filled with one colour, so hash that per tile instead of the vertices. Resizing a window
-- then only changes the tiles its edges cross, not every tile its background covers.
local flat_rect, rcol, ruv = false, 0, 0
if vd and not pr_g[p] then
local u0, v0 = readf64(vbuf, va + 16), readf64(vbuf, va + 24)
local vc = pr_c[p]
if not pr_t[p] or (u0 == readf64(vbuf, vc + 16) and v0 == readf64(vbuf, vc + 24)) then
flat_rect, rcol, ruv = true, readu32(vbuf, va + 32), u0 * 8192 + v0
end
end
local h1, h2 = 0, 0
local fsig = -1 -- flat rect: colour/uv/texture without the geometry (-1: not a flat rect)
if flat_rect then fsig = ((rcol * 8191 + ruv * 4096) % P1 * 64 + tex_id) % P1 end
if not flat_rect then
h1 = ((cx0 * 8191 + cy0) * 8191 + cx1) % P1
h2 = ((cy1 * 8191 + cx1) * 8191 + cy0 + tex_id) % P2
local vax, vay = lx0 + ox, ly0 + oy
if vd then
-- Axis aligned quad: the collect pass checked that TR/BL (positions, uvs, colours) follow from TL/BR
-- (and the gradient kind), so TL + BR + kind determine its pixels
h1, h2 = HashVertex(h1, h2, vbuf, va, vax, vay)
h1, h2 = HashVertex(h1, h2, vbuf, pr_c[p], vax, vay)
local gk = pr_g[p]
if gk then h1 = (h1 * 48271 + gk) % P1; h2 = (h2 * 16807 + gk * 3) % P2 end
else
h1, h2 = HashVertex(h1, h2, vbuf, va, vax, vay)
h1, h2 = HashVertex(h1, h2, vbuf, pr_b[p], vax, vay)
h1, h2 = HashVertex(h1, h2, vbuf, pr_c[p], vax, vay)
local vd = pr_d[p]
if vd then h1, h2 = HashVertex(h1, h2, vbuf, vd, vax, vay) end
end
end
for ty = floor((pr_by0[p] - ly0) / TILE), floor((pr_by1[p] - 1 - ly0) / TILE) do
for tx = floor((pr_bx0[p] - lx0) / TILE), floor((pr_bx1[p] - 1 - lx0) / TILE) do
if flat_rect then
local tx0, ty0 = tx * TILE, ty * TILE
local ix0, iy0 = max(cx0 - tx0, 0), max(cy0 - ty0, 0)
local ix1, iy1 = min(cx1 - tx0, TILE), min(cy1 - ty0, TILE)
local r = ((ix0 * 131 + iy0) * 131 + ix1) * 131 + iy1
h1 = ((r * 48271 + rcol) % P1 * 48271 + ruv * 4096 + 7) % P1
h2 = ((r * 16807 + rcol + tex_id) % P2 * 16807 + ruv * 65521 + 11) % P2
end
local key = ty * KEY_W + tx
local k = tn[key]
if not k or k == 0 then
k = 0
th1[key], th2[key] = 0, 0
if not tl[key] then tl[key] = {} end
if not tl[key] then tl[key] = {}; tl1[key] = {}; tl2[key] = {}; tlf[key] = {} end
nt = nt + 1
touched[nt] = key
layer.TX[key], layer.TY[key] = tx, ty
@@ -725,6 +875,7 @@ local function DrawLayer(bd, layer, plist, np, lx0, ly0, ox, oy, force, z, clip_
k = k + 1
tn[key] = k
tl[key][k] = p
tl1[key][k], tl2[key][k], tlf[key][k] = h1, h2, fsig
th1[key] = (th1[key] * 48271 + h1) % P1
th2[key] = (th2[key] * 16807 + h2 + k) % P2
end
@@ -758,7 +909,7 @@ local function DrawLayer(bd, layer, plist, np, lx0, ly0, ox, oy, force, z, clip_
PB("ImGui raster+upload")
for key, tile in pairs(layer.Tiles) do
if not tn[key] or tn[key] == 0 then
if tile.Visible then tile.Visible = false; tile.Label.Visible = false; tile.H1 = -1 end
if tile.Visible then tile.Visible = false; tile.Label.Visible = false; tile.H1 = -1; tile.ON = -1 end
end
end
for kk = 1, nt do
@@ -766,14 +917,27 @@ local function DrawLayer(bd, layer, plist, np, lx0, ly0, ox, oy, force, z, clip_
local count = tn[key]
local tx, ty = layer.TX[key], layer.TY[key]
local tile = GetTile(bd, layer, key, tx, ty)
if force or tile.H1 ~= th1[key] or tile.H2 ~= th2[key] then
local dirty = force or tile.H1 ~= th1[key] or tile.H2 ~= th2[key]
if dirty and bd.RedrawStarted and (tile.Deferred or 0) < MAX_DEFER_FRAMES
and ((bd.RedrawBudget > 0 and os.clock() - bd.FrameT0 >= bd.RedrawBudget) or (bd.TileLimit and bd.FrameTiles >= bd.TileLimit)) then -- (TileLimit: test hook, tools/test/scripts/t_pixels.luau)
-- Over this frame's redraw budget: keep showing the old pixels, redraw on a following frame. The tile's
-- stored hashes/list still describe what it shows, so the next comparison is against the real content.
tile.Deferred = (tile.Deferred or 0) + 1
if force then tile.H1 = -1; tile.ON = -1 end -- full redraw later (force doesn't persist)
deferred = true
dirty = false
end
if dirty then
bd.RedrawStarted = true
bd.FrameTiles += 1
tile.Deferred = 0
tile.H1, tile.H2 = th1[key], th2[key]
local x0, y0 = lx0 + tx * TILE, ly0 + ty * TILE
local x1, y1 = x0 + TILE, y0 + TILE
buf, buf_w = tile.Buffer, TILE
local list = tl[key]
-- Dirty region = old content bounds + new content bounds. Outside it the tile is already
-- transparent, so only this region is cleared and uploaded (edge tiles are often mostly empty).
local list, lh1, lh2 = tl[key], tl1[key], tl2[key]
local oh1, oh2, ob0, ob1, ob2, ob3, on = tile.OH1, tile.OH2, tile.OB0, tile.OB1, tile.OB2, tile.OB3, tile.ON
-- New content bounds (union of the primitives' bounds in this tile)
local nx0, ny0, nx1, ny1 = TILE, TILE, 0, 0
for k = 1, count do
local p = list[k]
@@ -785,8 +949,63 @@ local function DrawLayer(bd, layer, plist, np, lx0, ly0, ox, oy, force, z, clip_
if d > ny1 then ny1 = d end
end
nx0, ny0, nx1, ny1 = max(nx0, 0), max(ny0, 0), min(nx1, TILE), min(ny1, TILE)
local rx0, ry0, rx1, ry1 = min(nx0, tile.BX0), min(ny0, tile.BY0), max(nx1, tile.BX1), max(ny1, tile.BY1)
local rx0, ry0, rx1, ry1
if force or on < 0 then
-- Dirty region = old content bounds + new content bounds. Outside it the tile is already
-- transparent, so only this region is cleared and uploaded (edge tiles are often mostly empty).
rx0, ry0, rx1, ry1 = min(nx0, tile.BX0), min(ny0, tile.BY0), max(nx1, tile.BX1), max(ny1, tile.BY1)
else
-- Partial redraw: the primitives before the first and after the last changed one are the same as last
-- time. A pixel that no changed primitive (old or new) touches is covered by the same primitives in the
-- same order, so it is already correct: only the bounds of the changed ones are cleared and redrawn.
local i, lim = 1, min(on, count)
while i <= lim and oh1[i] == lh1[i] and oh2[i] == lh2[i] do i += 1 end
local j = 0
while j <= lim - i and oh1[on - j] == lh1[count - j] and oh2[on - j] == lh2[count - j] do j += 1 end
rx0, ry0, rx1, ry1 = TILE, TILE, 0, 0
local of, lf = tile.OF, tlf[key]
local paired = on - j - i == count - j - i
for k = i, count - j do
local p = list[k]
local a, b, c, d = max(pr_bx0[p] - x0, 0), max(pr_by0[p] - y0, 0), min(pr_bx1[p] - x0, TILE), min(pr_by1[p] - y0, TILE)
local oa, ob, oc, od = ob0[k], ob1[k], ob2[k], ob3[k]
if paired and lf[k] >= 0 and lf[k] == of[k] then
-- Same flat rect (colour/uv/texture) with new bounds: pixels inside both are unchanged, only the
-- strips between the old and new edges can differ (e.g. a window background growing on resize)
local uy0, uy1 = min(b, ob), max(d, od)
local ux0, ux1 = min(a, oa), max(c, oc)
if a ~= oa then ux0 = min(a, oa); local e = max(a, oa); rx0 = min(rx0, ux0); rx1 = max(rx1, e); ry0 = min(ry0, uy0); ry1 = max(ry1, uy1) end
if c ~= oc then local e = min(c, oc); rx0 = min(rx0, e); rx1 = max(rx1, max(c, oc)); ry0 = min(ry0, uy0); ry1 = max(ry1, uy1) end
if b ~= ob then ry0 = min(ry0, min(b, ob)); ry1 = max(ry1, max(b, ob)); rx0 = min(rx0, ux0); rx1 = max(rx1, ux1) end
if d ~= od then ry0 = min(ry0, min(d, od)); ry1 = max(ry1, max(d, od)); rx0 = min(rx0, ux0); rx1 = max(rx1, ux1) end
else
if a < rx0 then rx0 = a end
if b < ry0 then ry0 = b end
if c > rx1 then rx1 = c end
if d > ry1 then ry1 = d end
if k <= on - j then
if oa < rx0 then rx0 = oa end
if ob < ry0 then ry0 = ob end
if oc > rx1 then rx1 = oc end
if od > ry1 then ry1 = od end
end
end
end
for k = count - j + 1, on - j do -- old middle longer than the new one
if ob0[k] < rx0 then rx0 = ob0[k] end
if ob1[k] < ry0 then ry0 = ob1[k] end
if ob2[k] > rx1 then rx1 = ob2[k] end
if ob3[k] > ry1 then ry1 = ob3[k] end
end
end
tile.BX0, tile.BY0, tile.BX1, tile.BY1 = nx0, ny0, nx1, ny1
-- Remember this list for the next partial redraw
for k = 1, count do
local p = list[k]
oh1[k], oh2[k], tile.OF[k] = lh1[k], lh2[k], tlf[key][k]
ob0[k], ob1[k], ob2[k], ob3[k] = max(pr_bx0[p] - x0, 0), max(pr_by0[p] - y0, 0), min(pr_bx1[p] - x0, TILE), min(pr_by1[p] - y0, TILE)
end
tile.ON = count
local rw = rx1 - rx0
if rw == TILE then
buffer.fill(buf, ry0 * TILE * 4, 0, (ry1 - ry0) * TILE * 4)
@@ -796,8 +1015,10 @@ local function DrawLayer(bd, layer, plist, np, lx0, ly0, ox, oy, force, z, clip_
local tox, toy = ox + x0, oy + y0
for k = 1, count do
local p = list[k]
local cx0, cy0 = max(pr_cx0[p], x0) - x0, max(pr_cy0[p], y0) - y0
local cx1, cy1 = min(pr_cx1[p], x1) - x0, min(pr_cy1[p], y1) - y0
-- clip to the dirty region (only those pixels are redrawn)
local cx0, cy0 = max(pr_cx0[p] - x0, rx0), max(pr_cy0[p] - y0, ry0)
local cx1, cy1 = min(pr_cx1[p] - x0, rx1), min(pr_cy1[p] - y0, ry1)
if cx0 >= cx1 or cy0 >= cy1 or pr_bx0[p] - x0 >= rx1 or pr_by0[p] - y0 >= ry1 or pr_bx1[p] - x0 <= rx0 or pr_by1[p] - y0 <= ry0 then continue end
local va, vc, vd, vbuf = pr_a[p], pr_c[p], pr_d[p], pr_vb[p]
if vd then
local ax, ay, cx, cy = readf64(vbuf, va) - tox, readf64(vbuf, va + 8) - toy, readf64(vbuf, vc) - tox, readf64(vbuf, vc + 8) - toy
@@ -816,31 +1037,42 @@ local function DrawLayer(bd, layer, plist, np, lx0, ly0, ox, oy, force, z, clip_
tile.Image:WritePixelsBuffer(Vector2.zero, TILE_SIZE, buf)
elseif rw > 0 and ry1 > ry0 then
local rh = ry1 - ry0
local sub = buffer.create(rw * rh * 4)
local sk = rw * 1024 + rh -- partial upload buffers are reused (WritePixelsBuffer needs the exact size)
local sub = sub_bufs[sk]
if not sub then
if n_sub_bufs >= 256 then table.clear(sub_bufs); n_sub_bufs = 0 end
sub = buffer.create(rw * rh * 4); sub_bufs[sk] = sub; n_sub_bufs += 1
end
for y = 0, rh - 1 do buffer.copy(sub, y * rw * 4, buf, ((ry0 + y) * TILE + rx0) * 4, rw * 4) end
tile.Image:WritePixelsBuffer(Vector2.new(rx0, ry0), Vector2.new(rw, rh), sub)
end
PE()
end
if not tile.Visible then
if not tile.Visible and (tile.Deferred or 0) == 0 then -- (a deferred tile that was hidden holds old pixels: stays hidden until drawn)
tile.Visible = true
tile.Label.Visible = true
end
end
PE()
return deferred
end
@native
function ImGui_ImplRoblox_RenderDrawData(draw_data)
local bd = ImGui_ImplRoblox_GetBackendData()
PB("ImGui RenderDrawData")
bd.FrameT0 = os.clock()
bd.FrameTiles = 0
bd.RedrawStarted = false -- the first dirty tile of a frame is always redrawn (progress), the rest within the budget
bd.Stale = nil
PB("ImGui textures")
if draw_data.Textures ~= nil then
for _, tex in draw_data.Textures:iter() do
if tex.Status ~= ImTextureStatus.OK then
-- No redraw needed for WantUpdates: it only writes texture portions which have never been used before
-- (new glyphs/rects), so no existing tile samples them. Created textures get a new (never reused) id.
ImGui_ImplRoblox_UpdateTexture(tex)
bd.ForceRedraw = true -- texture contents changed: tiles sampling it must be redrawn
end
end
end
@@ -862,7 +1094,8 @@ function ImGui_ImplRoblox_RenderDrawData(draw_data)
end
if rate > 0 then
local now = os.clock()
if now + 0.002 < bd.NextRender then table.clear(bd.Overlays); PE(); return end
-- Skipped: kept pending, so if no new frame comes (the app stopped rendering) Heartbeat still draws it
if now + 0.002 < bd.NextRender then bd.Pending = draw_data; PE(); return end
bd.NextRender = math.max(bd.NextRender + 1 / rate, now)
end
@@ -877,20 +1110,27 @@ function ImGui_ImplRoblox_RenderDrawData(draw_data)
local n = 0
local z = 0
local any_deferred = false
for _, draw_list in draw_data.CmdLists:iter() do
-- Unchanged draw list (same vertex bytes, indices, commands, origin and scroll): its layers are already
-- correct, only restack them. Static windows then cost one byte compare instead of collect + hash.
-- Unchanged draw list (same vertices, indices, commands, origin and scroll): its layers are already correct,
-- only restack them. Moved by whole pixels (a dragged window): only move its layers. Either way no collect + hash.
PB("ImGui unchanged check")
local sig = DrawListSignature(draw_list, ox, oy)
local set = bd.Layers[draw_list]
if sig and set and not force and set.Sig == sig then
local same, sdx, sdy = 0, 0, 0
if not force then same, sdx, sdy = CompareDrawList(set, draw_list, ox, oy, sw, sh) end
if same ~= 0 then
for kind = 1, 3 do
local layer = set[kind]
if layer and layer.Visible then
if same == 2 then ShiftLayer(layer, sdx, sdy, bd.Scale) end
z += 1
if layer.Z ~= z then layer.Z = z; layer.Root.ZIndex = z end
end
end
if same == 2 then
Snapshot(set, draw_list, ox, oy, sw, sh)
set.SEX0 += sdx; set.SEY0 += sdy; set.SEX1 += sdx; set.SEY1 += sdy
end
set.LastUsed = frame_no
z = PlaceOverlays(bd, draw_list, z, ox, oy)
PE()
@@ -908,13 +1148,30 @@ function ImGui_ImplRoblox_RenderDrawData(draw_data)
content_x1, content_y1 = min(floor(ccx1 - ox), lim_x1), min(floor(ccy1 - oy), lim_y1)
end
local seen_content = false
-- extents of everything clamped by the clip limits below (lim_free: nothing was), for the move fast path
local ex0, ey0, ex1, ey1 = math.huge, math.huge, -math.huge, -math.huge
local lim_free = true
if ccx0 then
local a, b, c, d = floor(ccx0 - ox), floor(ccy0 - oy), floor(ccx1 - ox), floor(ccy1 - oy)
if a < lim_x0 or b < lim_y0 or c > lim_x1 or d > lim_y1 then lim_free = false end
ex0, ey0, ex1, ey1 = min(ex0, a), min(ey0, b), max(ex1, c), max(ey1, d)
end
local ci = 0
for _, pcmd in draw_list.CmdBuffer:iter() do
ci += 1
cm_free[ci], cm_kind[ci] = false, 0
if pcmd.UserCallback ~= nil then
pcmd.UserCallback(draw_list, pcmd)
elseif pcmd.ElemCount > 0 then
local clip = pcmd.ClipRect
local cx0, cy0 = max(floor(clip.x - ox), lim_x0), max(floor(clip.y - oy), lim_y0)
local cx1, cy1 = min(floor(clip.z - ox), lim_x1), min(floor(clip.w - oy), lim_y1)
local rcx0, rcy0, rcx1, rcy1 = floor(clip.x - ox), floor(clip.y - oy), floor(clip.z - ox), floor(clip.w - oy)
if rcx0 < lim_x0 or rcy0 < lim_y0 or rcx1 > lim_x1 or rcy1 > lim_y1 then lim_free = false end
if rcx0 < ex0 then ex0 = rcx0 end
if rcy0 < ey0 then ey0 = rcy0 end
if rcx1 > ex1 then ex1 = rcx1 end
if rcy1 > ey1 then ey1 = rcy1 end
local cx0, cy0 = max(rcx0, lim_x0), max(rcy0, lim_y0)
local cx1, cy1 = min(rcx1, lim_x1), min(rcy1, lim_y1)
local kind = 1
if ccx0 and clip.x >= ccx0 and clip.y >= ccy0 and clip.z <= ccx1 and clip.w <= ccy1 then
kind = 2; seen_content = true
@@ -925,6 +1182,8 @@ function ImGui_ImplRoblox_RenderDrawData(draw_data)
elseif seen_content then
kind = 3
end
cm_kind[ci] = kind
local cfree, cex0, cey0, cex1, cey1 = cx1 > cx0 and cy1 > cy0, math.huge, math.huge, -math.huge, -math.huge
if cx1 > cx0 and cy1 > cy0 then
local tex_id = pcmd:GetTexID()
local t = bd.Textures[tex_id]
@@ -970,6 +1229,16 @@ function ImGui_ImplRoblox_RenderDrawData(draw_data)
bx1, by1 = ceil(max(pax, pbx, pcx) - ox) + 1, ceil(max(pay, pby, pcy) - oy) + 1
i = i + 3
end
if bx0 < cx0 or by0 < cy0 or bx1 > cx1 or by1 > cy1 then cfree = false end
if bx0 < cex0 then cex0 = bx0 end
if by0 < cey0 then cey0 = by0 end
if bx1 > cex1 then cex1 = bx1 end
if by1 > cey1 then cey1 = by1 end
if bx0 < ex0 then ex0 = bx0 end
if by0 < ey0 then ey0 = by0 end
if bx1 > ex1 then ex1 = bx1 end
if by1 > ey1 then ey1 = by1 end
if bx0 < lim_x0 or by0 < lim_y0 or bx1 > lim_x1 or by1 > lim_y1 then lim_free = false end
if bx0 < cx0 then bx0 = cx0 end
if by0 < cy0 then by0 = cy0 end
if bx1 > cx1 then bx1 = cx1 end
@@ -983,12 +1252,16 @@ function ImGui_ImplRoblox_RenderDrawData(draw_data)
end
end
end
if cex0 > cex1 then cex0, cey0, cex1, cey1 = 0, 0, 0, 0 end -- (no primitives)
cm_free[ci] = cfree
cm_x0[ci], cm_y0[ci], cm_x1[ci], cm_y1[ci] = cex0, cey0, cex1, cey1
end
end
PE()
-- Split into layer kinds and place each one
set = bd.Layers[draw_list]
local list_deferred = false
local nk1, nk2, nk3 = 0, 0, 0
local o1x, o1y, o3x, o3y = math.huge, math.huge, math.huge, math.huge
for p = first, n do
@@ -1007,19 +1280,28 @@ function ImGui_ImplRoblox_RenderDrawData(draw_data)
end
if nk1 > 0 then
z += 1
DrawLayer(bd, GetLayer(bd, draw_list, 1), plist1, nk1, o1x, o1y, ox, oy, force, z)
if DrawLayer(bd, GetLayer(bd, draw_list, 1), plist1, nk1, o1x, o1y, ox, oy, force, z) then list_deferred = true end
elseif set and set[1] then HideLayer(set[1]) end
if nk2 > 0 then
z += 1
DrawLayer(bd, GetLayer(bd, draw_list, 2), plist2, nk2, floor(draw_list._ScrollOriginX - ox), floor(draw_list._ScrollOriginY - oy), ox, oy, force, z,
content_x0, content_y0, content_x1, content_y1)
if DrawLayer(bd, GetLayer(bd, draw_list, 2), plist2, nk2, floor(draw_list._ScrollOriginX - ox), floor(draw_list._ScrollOriginY - oy), ox, oy, force, z,
content_x0, content_y0, content_x1, content_y1) then list_deferred = true end
elseif set and set[2] then HideLayer(set[2]) end
if nk3 > 0 then
z += 1
DrawLayer(bd, GetLayer(bd, draw_list, 3), plist3, nk3, o3x, o3y, ox, oy, force, z)
if DrawLayer(bd, GetLayer(bd, draw_list, 3), plist3, nk3, o3x, o3y, ox, oy, force, z) then list_deferred = true end
elseif set and set[3] then HideLayer(set[3]) end
set = bd.Layers[draw_list]
if set then set.LastUsed = frame_no; set.Sig = sig end
-- (deferred tiles: not "unchanged" next frame even if the draw list is, so they get redrawn)
if set then
set.LastUsed = frame_no
if list_deferred then set.SnapOK = false else
Snapshot(set, draw_list, ox, oy, sw, sh)
set.SLimFree = lim_free
set.SEX0, set.SEY0, set.SEX1, set.SEY1 = ex0, ey0, ex1, ey1
end
end
if list_deferred then any_deferred = true end
z = PlaceOverlays(bd, draw_list, z, ox, oy)
end
@@ -1032,7 +1314,7 @@ function ImGui_ImplRoblox_RenderDrawData(draw_data)
-- Hide layers not drawn this frame; free long unused ones (closed windows, old tooltips)
for draw_list, set in pairs(bd.Layers) do
if set.LastUsed ~= frame_no then
set.Sig = nil -- hidden now: must go through the full path when shown again
set.SnapOK = false -- hidden now: must go through the full path when shown again
for kind = 1, 3 do if set[kind] then HideLayer(set[kind]) end end
if frame_no - set.LastUsed > LAYER_KEEP_FRAMES then
DestroyLayerSet(set)
@@ -1044,6 +1326,8 @@ function ImGui_ImplRoblox_RenderDrawData(draw_data)
-- drop references so old vertex tables can be collected
for k = n + 1, bd.LastPrimCount do pr_t[k], pr_vb[k] = nil, nil end
bd.LastPrimCount = n
-- Tiles left for later: if the app doesn't submit a new frame, Heartbeat finishes them from this draw data
if any_deferred then bd.Stale = draw_data; bd.StaleHB = bd.HB end
PE()
end
@@ -1069,9 +1353,11 @@ function ImGui_ImplRoblox_Init(parent, render_scale)
local bd = {
Time = os.clock(), Gui = gui, Connections = {},
Textures = {}, TextureCount = 0, MouseX = -1, MouseY = -1,
Layers = {}, Overlays = {}, OverlayHolders = {}, OverlayShown = {}, FrameNo = 0, Scale = render_scale or 1, TilesActive = false, RenderRate = 60, BusyRenderRate = 0, NextRender = 0, LastPrimCount = 0, ForceRedraw = true,
Layers = {}, Overlays = {}, OverlayHolders = {}, OverlayShown = {}, FrameNo = 0, Scale = render_scale or 1, TilesActive = false, RenderRate = 60, BusyRenderRate = 0, RedrawBudget = 0, HB = 0, NextRender = 0, LastPrimCount = 0, ForceRedraw = true,
}
io.BackendPlatformUserData = bd
io.BackendPlatformName = "imgui_impl_roblox"
io.BackendRendererName = "imgui_impl_roblox"
io.BackendFlags = bit32.bor(io.BackendFlags, ImGuiBackendFlags.RendererHasTextures, ImGuiBackendFlags.RendererHasVtxOffset)
@@ -1127,8 +1413,36 @@ function ImGui_ImplRoblox_Init(parent, render_scale)
end
end)
-- Text proxy: a hidden TextBox holds focus while an imgui text field is active, so the OS gives us typing (any
-- layout/unicode), paste (Ctrl+V) and copy/cut (Ctrl+C/X of the proxy's text = imgui's current selection).
bd.PendingChars = {}
-- Render rate cap trailing edge: the last frame submitted is always drawn, even if it was skipped and the app
-- then stopped calling NewFrame (e.g. it rendered one empty frame to hide its windows)
connect(game:GetService("RunService").Heartbeat, function()
local d = bd.Pending
if d and os.clock() + 0.002 >= bd.NextRender then
bd.Pending = nil
ImGui_ImplRoblox_RenderDrawData(d)
elseif bd.Stale and bd.HB > bd.StaleHB then -- deferred tiles of a frame not followed by a new one
ImGui_ImplRoblox_RenderDrawData(bd.Stale)
end
bd.HB += 1
end)
connect(UserInputService.WindowFocused, function() ImGui.GetIO():AddFocusEvent(true) end)
connect(UserInputService.WindowFocusReleased, function() ImGui.GetIO():AddFocusEvent(false) end)
end
-- Text proxy (opt-in, ImGui_ImplRoblox.SetTextProxy(true)): a hidden TextBox holds focus while an imgui text field is
-- active, so the OS gives us typing (any layout/unicode), paste (Ctrl+V) and copy/cut (Ctrl+C/X of imgui's selection).
-- Off: typing comes from KeyCodes (printable ASCII), no OS clipboard.
function ImGui_ImplRoblox_SetTextProxy(enabled)
local bd = ImGui_ImplRoblox_GetBackendData()
if not enabled then
if bd.Proxy then bd.Proxy:Destroy(); bd.Proxy = nil end
proxy_focused = false
return
end
if bd.Proxy then return end
local proxy = Instance.new("TextBox")
proxy.Name = "TextProxy"
proxy.BackgroundTransparency = 1
@@ -1140,12 +1454,11 @@ function ImGui_ImplRoblox_Init(parent, render_scale)
proxy.ClearTextOnFocus = false
proxy.TextEditable = true
proxy.Text = ""
proxy.Parent = gui
bd.Proxy, bd.ProxyText, bd.PendingChars = proxy, "", {}
proxy.Parent = bd.Gui
bd.Proxy, bd.ProxyText = proxy, ""
-- Clicking elsewhere (or Roblox taking focus) ends the edit, like clicking outside the field in imgui.
-- (Text is polled in NewFrame instead of using Text changed signals: those are deferred in Roblox.)
connect(proxy.FocusLost, function()
if bd.ProxyDebug then print("[ImGui text proxy] FocusLost, mouse over imgui:", ImGui.GetIO().WantCaptureMouse) end
proxy.FocusLost:Connect(function()
if bd.ProxyReleasing then return end
-- Roblox drops TextBox focus on any click, including clicks inside imgui (e.g. moving the cursor within the
-- same field). Those must not end the edit: just recapture next frame. Only a click outside imgui ends it.
@@ -1154,9 +1467,6 @@ function ImGui_ImplRoblox_Init(parent, render_scale)
local g = ImGui.GetCurrentContext()
if g and g.ActiveId ~= 0 and g.ActiveId == bd.ProxyActiveId then ImGui.ClearActiveID() end
end)
connect(UserInputService.WindowFocused, function() ImGui.GetIO():AddFocusEvent(true) end)
connect(UserInputService.WindowFocusReleased, function() ImGui.GetIO():AddFocusEvent(false) end)
end
function ImGui_ImplRoblox_Shutdown()
@@ -1167,6 +1477,8 @@ function ImGui_ImplRoblox_Shutdown()
bd.Gui:Destroy()
io.BackendPlatformUserData = nil
io.BackendPlatformName = nil
io.BackendRendererName = nil
io.BackendFlags = bit32.band(io.BackendFlags, bit32.bnot(bit32.bor(
ImGuiBackendFlags.RendererHasTextures,
ImGuiBackendFlags.RendererHasVtxOffset
@@ -1177,6 +1489,8 @@ function ImGui_ImplRoblox_NewFrame()
PB("ImGui NewFrame (backend)")
local io = ImGui.GetIO()
local bd = ImGui_ImplRoblox_GetBackendData()
if bd.Pending then bd.Pending = nil; table.clear(bd.Overlays) end -- skipped frame superseded (its draw lists get reset)
bd.Stale = nil
local screen = bd.Gui.AbsoluteSize
local w, h = floor(screen.X * bd.Scale), floor(screen.Y * bd.Scale)
@@ -1201,15 +1515,16 @@ function ImGui_ImplRoblox_NewFrame()
-- otherwise the KeyCode fallback keeps typing working.
local proxy = bd.Proxy
local g = ImGui.GetCurrentContext()
local focused_box = UserInputService:GetFocusedTextBox()
if io.WantTextInput and g.ActiveId ~= 0 then
local focused_box = proxy and UserInputService:GetFocusedTextBox()
if not proxy then
-- text proxy disabled: KeyCode typing only
elseif io.WantTextInput and g.ActiveId ~= 0 then
if g.ActiveId ~= bd.ProxyActiveId or g.ActiveIdIsJustActivated or g.IO.MouseClicked[0] then bd.ProxyActiveId = g.ActiveId; bd.ProxyLostId = nil end -- (re)clicking a field recaptures
local mouse_up = not (io.MouseDown[0] or io.MouseDown[1] or io.MouseDown[2])
if focused_box ~= proxy and mouse_up and bd.ProxyLostId ~= g.ActiveId and (focused_box == nil or not focused_box:IsDescendantOf(game)) then
bd.ProxyText = proxy.Text -- what it already holds is not new input (else re-typing it would collapse imgui's selection)
proxy:CaptureFocus()
focused_box = UserInputService:GetFocusedTextBox()
if bd.ProxyDebug then print("[ImGui text proxy] CaptureFocus ->", focused_box == proxy and "focused" or ("FAILED, focused = " .. tostring(focused_box))) end
end
elseif focused_box == proxy then
bd.ProxyReleasing = true
@@ -1217,13 +1532,11 @@ function ImGui_ImplRoblox_NewFrame()
bd.ProxyReleasing = false
focused_box = nil
end
local was_focused = proxy_focused
proxy_focused = focused_box == proxy
proxy_focused = proxy ~= nil and focused_box == proxy
local used_proxy_text = false
if proxy_focused then
-- 1) whatever the OS put in the proxy since last frame (typing, paste, cut) replaces imgui's selection
local text = proxy.Text
if text ~= bd.ProxyText and bd.ProxyDebug then print("[ImGui text proxy] text", string.format("%q", text), "was", string.format("%q", tostring(bd.ProxyText))) end
if text ~= bd.ProxyText and text ~= bd.ProxyLastRaw then -- (LastRaw: don't re-send if our reset hasn't applied yet)
bd.ProxyLastRaw = text
-- InputText ignores characters while Ctrl is held (upstream, so shortcuts don't type); a paste arrives with
@@ -1259,7 +1572,6 @@ function ImGui_ImplRoblox_NewFrame()
proxy.Text = sel
bd.ProxyLastRaw = nil
bd.ProxyText = sel
if bd.ProxyDebug then print("[ImGui text proxy] mirror selection", string.format("%q", sel)) end
end
-- keep imgui's selection fully selected in the proxy, so Ctrl+C copies it and typing/Ctrl+V replaces it
local want_sel, want_cur = (#sel > 0) and 1 or -1, #sel + 1
@@ -1275,7 +1587,6 @@ function ImGui_ImplRoblox_NewFrame()
if not used_proxy_text then for _, c in ipairs(pending) do io:AddInputCharacter(c) end end
table.clear(pending)
end
if bd.ProxyDebug and was_focused ~= proxy_focused then print("[ImGui text proxy] proxy_focused =", proxy_focused) end
-- While the mouse is over imgui, make the tiles Active so Roblox stops passing clicks/wheel to the game (camera zoom etc.)
local want = io.WantCaptureMouse
@@ -1286,7 +1597,15 @@ function ImGui_ImplRoblox_NewFrame()
PE()
end
--- Max tile redraws per second (default 60); 0 = every frame. imgui logic still runs every frame.
--- Opt-in: max milliseconds per frame spent redrawing changed tiles (default 0 = no limit, every change is drawn the
--- same frame). With a budget (e.g. 1.5), tiles over it keep
--- their previous pixels and are redrawn on the following frames (each one at most a few frames late), so a big change
--- (resizing a large window, opening one, scrolling a long list) is spread over frames instead of one long frame.
function ImGui_ImplRoblox_SetRedrawBudget(ms)
ImGui_ImplRoblox_GetBackendData().RedrawBudget = (ms or 0) / 1000
end
--- Max tile redraws per second (default 60; 0 = every frame, limited by the redraw budget instead). imgui logic still runs every frame.
function ImGui_ImplRoblox_SetRenderRate(hz)
ImGui_ImplRoblox_GetBackendData().RenderRate = hz or 0
end
@@ -1316,8 +1635,9 @@ ImGui_ImplRoblox = {
AddFile = ImGui_ImplRoblox_AddFile,
SetRenderScale = ImGui_ImplRoblox_SetRenderScale,
SetRenderRate = ImGui_ImplRoblox_SetRenderRate,
SetRedrawBudget = ImGui_ImplRoblox_SetRedrawBudget,
SetOverlay = ImGui_ImplRoblox_SetOverlay,
SetTextProxyDebug = function(on) ImGui_ImplRoblox_GetBackendData().ProxyDebug = on end, -- prints focus/text events
SetTextProxy = ImGui_ImplRoblox_SetTextProxy,
CreateTexture = ImGui_ImplRoblox_CreateTexture,
DestroyTexture = ImGui_ImplRoblox_DestroyTexture,
GetRenderScale = function() return ImGui_ImplRoblox_GetBackendData().Scale end,
+1 -1
View File
@@ -1 +1 @@
[[12, "imgui.lua"], [18510, "imgui_demo.lua"], [25795, "imgui_draw.lua"], [31033, "imgui_h.lua"], [33231, "imgui_impl_roblox.lua"], [34563, "imgui_impl_roblox_fonts.lua"], [40966, "imgui_internal.lua"], [44142, "imgui_tables.lua"], [48489, "imgui_widgets.lua"], [58244, "imstb_rectpack.lua"], [58690, "imstb_textedit.lua"], [59931, "imstb_truetype.lua"], [62399, "imstd_minstdio.lua"]]
[[46, "imgui.lua"], [22675, "imgui_demo.lua"], [34533, "imgui_draw.lua"], [42860, "imgui_h.lua"], [45857, "imgui_impl_roblox.lua"], [47509, "imgui_impl_roblox_fonts.lua"], [53912, "imgui_internal.lua"], [57884, "imgui_tables.lua"], [62976, "imgui_widgets.lua"], [75210, "imstb_rectpack.lua"], [75874, "imstb_textedit.lua"], [77416, "imstb_truetype.lua"], [80204, "imstd_minstdio.lua"]]
+30513 -12577
View File
File diff suppressed because it is too large Load Diff
+77 -3
View File
@@ -6,6 +6,7 @@ export type ImVec4 = { x: number, y: number, z: number, w: number, [any]: any }
export type ImGuiAPI = {
AcceptDragDropPayload: (type: string, flags: number?) -> any,
ActivateItemByID: (...any) -> ...any,
AddContextHook: (...any) -> ...any,
AddDrawListToDrawDataEx: (...any) -> ...any,
AddSettingsHandler: (...any) -> ...any,
AddUpdateViewport: (...any) -> ...any,
@@ -13,6 +14,7 @@ export type ImGuiAPI = {
ArrowButton: (str_id: string, dir: number) -> boolean,
ArrowButtonEx: (...any) -> ...any,
Begin: (name: string, open: boolean?, flags: number?) -> (boolean, boolean?),
BeginBoxSelect: (...any) -> ...any,
BeginChild: (...any) -> ...any,
BeginChildEx: (...any) -> ...any,
BeginColumns: (...any) -> ...any,
@@ -36,6 +38,7 @@ export type ImGuiAPI = {
BeginMenu: (label: string, enabled: boolean?) -> boolean,
BeginMenuBar: () -> boolean,
BeginMenuEx: (...any) -> ...any,
BeginMultiSelect: (flags: number, selection_size: number?, items_count: number?) -> any,
BeginPopup: (str_id: string, flags: number?) -> boolean,
BeginPopupContextItem: (str_id: string?, popup_flags: number?) -> boolean,
BeginPopupContextVoid: (str_id: string?, popup_flags: number?) -> boolean,
@@ -70,6 +73,7 @@ export type ImGuiAPI = {
CalcTypematicRepeatAmount: (...any) -> ...any,
CalcWindowNextAutoFitSize: (...any) -> ...any,
CalcWrapWidthForPos: (...any) -> ...any,
CallContextHooks: (...any) -> ...any,
Checkbox: (label: string, v: boolean?) -> (boolean, boolean?),
CheckboxFlags: (...any) -> ...any,
CleanupIniSettings: (...any) -> ...any,
@@ -109,26 +113,47 @@ export type ImGuiAPI = {
DataTypeGetInfo: (...any) -> ...any,
DataTypeIsZero: (...any) -> ...any,
DebugAllocHook: (...any) -> ...any,
DebugBreakButton: (...any) -> ...any,
DebugBreakButtonTooltip: (...any) -> ...any,
DebugBreakClearData: (...any) -> ...any,
DebugDrawCursorPos: (...any) -> ...any,
DebugDrawItemRect: (...any) -> ...any,
DebugDrawLineExtents: (...any) -> ...any,
DebugFlashStyleColor: (idx: number) -> (),
DebugHookIdInfo: (...any) -> ...any,
DebugLocateItem: (...any) -> ...any,
DebugLocateItemOnHover: (...any) -> ...any,
DebugLocateItemResolveWithLastItem: (...any) -> ...any,
DebugLog: (fmt: string, ...any) -> (),
DebugLogV: (fmt: string, ...any) -> (),
DebugNodeColumns: (...any) -> ...any,
DebugNodeDockNode: (...any) -> ...any,
DebugNodeDrawCmdShowMeshAndBoundingBox: (...any) -> ...any,
DebugNodeDrawList: (...any) -> ...any,
DebugNodeFont: (...any) -> ...any,
DebugNodeFontGlyph: (...any) -> ...any,
DebugNodeFontGlyphsForSrcMask: (...any) -> ...any,
DebugNodeInputTextState: (...any) -> ...any,
DebugNodeMultiSelectState: (...any) -> ...any,
DebugNodePlatformMonitor: (...any) -> ...any,
DebugNodeStorage: (...any) -> ...any,
DebugNodeTabBar: (...any) -> ...any,
DebugNodeTable: (...any) -> ...any,
DebugNodeTableSettings: (...any) -> ...any,
DebugNodeTexture: (...any) -> ...any,
DebugNodeTypingSelectState: (...any) -> ...any,
DebugNodeViewport: (...any) -> ...any,
DebugNodeWindow: (...any) -> ...any,
DebugNodeWindowSettings: (...any) -> ...any,
DebugNodeWindowsList: (...any) -> ...any,
DebugNodeWindowsListByBeginStackParent: (...any) -> ...any,
DebugRenderKeyboardPreview: (...any) -> ...any,
DebugRenderViewportThumbnail: (...any) -> ...any,
DebugStartItemPicker: () -> (),
DebugTextEncoding: (str: string) -> (),
DebugTextUnformattedWithLocateItem: (...any) -> ...any,
DebugTextureIDToU64: (...any) -> ...any,
DemoMarker: (...any) -> ...any,
DestroyContext: (ctx: any) -> ...any,
DestroyPlatformWindow: (...any) -> ...any,
DestroyPlatformWindows: () -> (),
@@ -220,6 +245,7 @@ export type ImGuiAPI = {
DragScalarN: (label: string, data_type: number, v: any, components: number, v_speed: number?, v_min: any, v_max: any, format: string?, flags: number?) -> ...any,
Dummy: (size: ImVec2) -> (),
End: () -> (),
EndBoxSelect: (...any) -> ...any,
EndChild: () -> (),
EndColumns: (...any) -> ...any,
EndCombo: () -> (),
@@ -235,12 +261,15 @@ export type ImGuiAPI = {
EndMainMenuBar: () -> (),
EndMenu: () -> (),
EndMenuBar: () -> (),
EndMultiSelect: () -> any,
EndPopup: () -> (),
EndTabBar: () -> (),
EndTabItem: () -> (),
EndTable: () -> (),
EndTooltip: () -> (),
ErrorCheckEndFrameFinalizeErrorTooltip: (...any) -> ...any,
ErrorCheckEndFrameSanityChecks: (...any) -> ...any,
ErrorCheckNewFrameSanityChecks: (...any) -> ...any,
ErrorCheckUsingSetCursorPosToExtendParentBoundaries: (...any) -> ...any,
ErrorLog: (...any) -> ...any,
ErrorRecoveryStoreState: (...any) -> ...any,
@@ -259,6 +288,7 @@ export type ImGuiAPI = {
FindRenderedTextEnd: (...any) -> ...any,
FindSettingsHandler: (...any) -> ...any,
FindViewportByID: (viewport_id: number) -> any,
FindViewportByPlatformHandle: (platform_handle: any) -> ...any,
FindWindowByID: (...any) -> ...any,
FindWindowByName: (...any) -> ...any,
FindWindowDisplayIndex: (...any) -> ...any,
@@ -273,7 +303,9 @@ export type ImGuiAPI = {
GcAwakeTransientWindowBuffers: (...any) -> ...any,
GcCompactTransientMiscBuffers: (...any) -> ...any,
GcCompactTransientWindowBuffers: (...any) -> ...any,
GetActiveID: (...any) -> ...any,
GetBackgroundDrawList: (viewport: any) -> ...any,
GetBoxSelectState: (...any) -> ...any,
GetClipboardText: () -> any,
GetColorU32: (...any) -> ...any,
GetColumnIndex: () -> number,
@@ -286,6 +318,9 @@ export type ImGuiAPI = {
GetContentRegionAvail: () -> ImVec2,
GetContentRegionMax: (...any) -> ...any,
GetCurrentContext: () -> any,
GetCurrentFocusScope: (...any) -> ...any,
GetCurrentTabBar: (...any) -> ...any,
GetCurrentTable: (...any) -> ...any,
GetCurrentWindow: (...any) -> ...any,
GetCurrentWindowRead: (...any) -> ...any,
GetCursorPos: () -> ImVec2,
@@ -297,7 +332,9 @@ export type ImGuiAPI = {
GetDragDropPayload: () -> any,
GetDrawData: () -> any,
GetDrawListSharedData: () -> any,
GetFocusID: (...any) -> ...any,
GetFont: () -> any,
GetFontBaked: () -> any,
GetFontSize: () -> number,
GetFontTexUvWhitePixel: () -> ImVec2,
GetForegroundDrawList: (viewport: any) -> ...any,
@@ -315,6 +352,7 @@ export type ImGuiAPI = {
GetItemRectMax: () -> ImVec2,
GetItemRectMin: () -> ImVec2,
GetItemRectSize: () -> ImVec2,
GetItemStatusFlags: (...any) -> ...any,
GetKeyChordName: (...any) -> ...any,
GetKeyData: (...any) -> ...any,
GetKeyMagnitude2d: (...any) -> ...any,
@@ -331,7 +369,9 @@ export type ImGuiAPI = {
GetMouseDragDelta: (button: number?, lock_threshold: number?) -> ImVec2,
GetMousePos: () -> ImVec2,
GetMousePosOnOpeningCurrentPopup: () -> ImVec2,
GetMultiSelectState: (...any) -> ...any,
GetNavTweakPressedAmount: (...any) -> ...any,
GetPixelDensity: (...any) -> ...any,
GetPlatformIO: () -> any,
GetPopupAllowedExtentRect: (...any) -> ...any,
GetRoundedFontSize: (...any) -> ...any,
@@ -353,6 +393,7 @@ export type ImGuiAPI = {
GetTopMostPopupModal: (...any) -> ...any,
GetTreeNodeToLabelSpacing: () -> number,
GetTypematicRepeatRate: (...any) -> ...any,
GetTypingSelectRequest: (...any) -> ...any,
GetVersion: () -> any,
GetViewportPlatformMonitor: (...any) -> ...any,
GetWindowAlwaysWantOwnTabBar: (...any) -> ...any,
@@ -360,10 +401,13 @@ export type ImGuiAPI = {
GetWindowContentRegionMax: (...any) -> ...any,
GetWindowContentRegionMin: (...any) -> ...any,
GetWindowDockID: () -> number,
GetWindowDockNode: (...any) -> ...any,
GetWindowDpiScale: () -> number,
GetWindowDrawList: () -> any,
GetWindowHeight: () -> number,
GetWindowPos: () -> ImVec2,
GetWindowResizeBorderID: (...any) -> ...any,
GetWindowResizeCornerID: (...any) -> ...any,
GetWindowScrollbarID: (...any) -> ...any,
GetWindowScrollbarRect: (...any) -> ...any,
GetWindowSize: () -> ImVec2,
@@ -405,6 +449,7 @@ export type ImGuiAPI = {
IsInNavFocusRoute: (...any) -> ...any,
IsItemActivated: () -> boolean,
IsItemActive: () -> boolean,
IsItemActiveAsInputText: (...any) -> ...any,
IsItemClicked: (mouse_button: number?) -> boolean,
IsItemDeactivated: () -> boolean,
IsItemDeactivatedAfterEdit: () -> boolean,
@@ -421,6 +466,7 @@ export type ImGuiAPI = {
IsKeyReleased: (...any) -> ...any,
IsKeyboardKey: (...any) -> ...any,
IsLRModKey: (...any) -> ...any,
IsLegacyKey: (...any) -> ...any,
IsMouseClicked: (button: number, is_repeat: boolean?) -> boolean,
IsMouseClickedEx: (...any) -> ...any,
IsMouseDoubleClicked: (...any) -> ...any,
@@ -479,6 +525,10 @@ export type ImGuiAPI = {
MenuItem: (...any) -> ...any,
MenuItemEx: (...any) -> ...any,
MouseButtonToKey: (...any) -> ...any,
MultiSelectAddSetAll: (...any) -> ...any,
MultiSelectAddSetRange: (...any) -> ...any,
MultiSelectItemFooter: (...any) -> ...any,
MultiSelectItemHeader: (...any) -> ...any,
NavApplyItemToResult: (...any) -> ...any,
NavBiasScoringRect: (...any) -> ...any,
NavCalcPreferredRefPos: (...any) -> ...any,
@@ -556,6 +606,8 @@ export type ImGuiAPI = {
RadioButton: (...any) -> ...any,
RadioButtonEx: (...any) -> ...any,
RegisterFontAtlas: (...any) -> ...any,
RegisterUserTexture: (...any) -> ...any,
RemoveContextHook: (...any) -> ...any,
RemoveSettingsHandler: (...any) -> ...any,
Render: () -> (),
RenderArrow: (...any) -> ...any,
@@ -591,6 +643,7 @@ export type ImGuiAPI = {
ScaleRatioFromValueT: (...any) -> ...any,
ScaleValueFromRatioT: (...any) -> ...any,
ScaleWindowsInViewport: (...any) -> ...any,
ScrollToBringRectIntoView: (...any) -> ...any,
ScrollToItem: (...any) -> ...any,
ScrollToRect: (...any) -> ...any,
ScrollToRectEx: (...any) -> ...any,
@@ -608,6 +661,7 @@ export type ImGuiAPI = {
SetColorEditOptions: (...any) -> ...any,
SetColumnOffset: (column_index: number, offset: number) -> (),
SetColumnWidth: (column_index: number, width: number) -> (),
SetContextName: (...any) -> ...any,
SetCurrentContext: (ctx: any) -> ...any,
SetCurrentFont: (...any) -> ...any,
SetCurrentViewport: (...any) -> ...any,
@@ -621,6 +675,7 @@ export type ImGuiAPI = {
SetItemDefaultFocus: () -> (),
SetItemKeyOwner: (...any) -> ...any,
SetItemTooltip: (fmt: string, ...any) -> (),
SetItemTooltipV: (fmt: string, ...any) -> (),
SetKeyOwner: (...any) -> ...any,
SetKeyOwnersForKeyChord: (...any) -> ...any,
SetKeyboardFocusHere: (offset: number?) -> (),
@@ -639,6 +694,7 @@ export type ImGuiAPI = {
SetNextItemColorMarker: (...any) -> ...any,
SetNextItemOpen: (is_open: boolean, cond: number?) -> (),
SetNextItemRefVal: (...any) -> ...any,
SetNextItemSelectionUserData: (selection_user_data: any) -> (),
SetNextItemShortcut: (key_chord: any, flags: number?) -> (),
SetNextItemStorageID: (storage_id: number) -> (),
SetNextItemWidth: (item_width: number) -> (),
@@ -657,6 +713,7 @@ export type ImGuiAPI = {
SetNextWindowSize: (size: ImVec2, cond: number?) -> (),
SetNextWindowSizeConstraints: (size_min: ImVec2, size_max: ImVec2, custom_callback: any, custom_callback_user_data: any) -> ...any,
SetNextWindowViewport: (id: number) -> (),
SetPixelDensity: (...any) -> ...any,
SetScrollFromPosX: (...any) -> ...any,
SetScrollFromPosY: (...any) -> ...any,
SetScrollHereX: (center_x_ratio: number?) -> (),
@@ -667,6 +724,7 @@ export type ImGuiAPI = {
SetStateStorage: (tree: any) -> ...any,
SetTabItemClosed: (label: string) -> (),
SetTooltip: (fmt: string, ...any) -> (),
SetTooltipV: (fmt: string, ...any) -> (),
SetWindowClipRectBeforeSetChannel: (...any) -> ...any,
SetWindowCollapsed: (...any) -> ...any,
SetWindowDock: (...any) -> ...any,
@@ -674,6 +732,7 @@ export type ImGuiAPI = {
SetWindowFontScale: (...any) -> ...any,
SetWindowHiddenAndSkipItemsForCurrentFrame: (...any) -> ...any,
SetWindowHitTestHole: (...any) -> ...any,
SetWindowParentWindowForFocusRoute: (...any) -> ...any,
SetWindowPos: (...any) -> ...any,
SetWindowSize: (...any) -> ...any,
SetWindowViewport: (...any) -> ...any,
@@ -822,6 +881,7 @@ export type ImGuiAPI = {
TempInputScalar: (...any) -> ...any,
TempInputText: (...any) -> ...any,
TestKeyOwner: (...any) -> ...any,
TestShortcutRouting: (...any) -> ...any,
Text: (fmt: string, ...any) -> (),
TextAligned: (...any) -> ...any,
TextBufferToString: (buf: {number}) -> string,
@@ -848,11 +908,17 @@ export type ImGuiAPI = {
TreePop: () -> (),
TreePush: (...any) -> ...any,
TreePushOverrideID: (...any) -> ...any,
TypingSelectFindBestLeadingMatch: (...any) -> ...any,
TypingSelectFindMatch: (...any) -> ...any,
TypingSelectFindNextSingleCharMatch: (...any) -> ...any,
Unindent: (indent_w: number?) -> (),
UnregisterFontAtlas: (...any) -> ...any,
UnregisterUserTexture: (...any) -> ...any,
UpdateAliasKey: (...any) -> ...any,
UpdateCurrentFontSize: (...any) -> ...any,
UpdateDebugToolFlashStyleColor: (...any) -> ...any,
UpdateDebugToolItemPathQuery: (...any) -> ...any,
UpdateDebugToolItemPicker: (...any) -> ...any,
UpdateFontsEndFrame: (...any) -> ...any,
UpdateFontsNewFrame: (...any) -> ...any,
UpdateHoveredWindowAndCaptureFlags: (...any) -> ...any,
@@ -880,20 +946,22 @@ export type ImGuiAPI = {
VSliderScalar: (label: string, size: ImVec2, data_type: number, data: any, min: any, max: any, format: string?, flags: number?) -> ...any,
Value: (...any) -> ...any,
WindowPosAbsToRel: (...any) -> ...any,
WindowPosRelToAbs: (...any) -> ...any,
WindowRectAbsToRel: (...any) -> ...any,
WindowRectRelToAbs: (...any) -> ...any,
WindowSelectViewport: (...any) -> ...any,
WindowSettingsAddSettingsHandler: (...any) -> ...any,
WindowSyncOwnedViewport: (...any) -> ...any,
_ByteArrayToString: (...any) -> ...any,
_CalcItemSizeXY: (...any) -> ...any,
_GetTypeFunc: (...any) -> ...any,
_SetCurrentContext_Internal: (...any) -> ...any,
_SetCurrentContext_Tables: (...any) -> ...any,
_SetCurrentContext_Widgets: (...any) -> ...any,
[string]: any,
}
export type ImDrawFlags = { None: number, RoundCornersTopLeft: number, RoundCornersTopRight: number, RoundCornersBottomLeft: number, RoundCornersBottomRight: number, RoundCornersNone: number, Closed: number, RoundCornersTop: number, RoundCornersBottom: number, RoundCornersLeft: number, RoundCornersRight: number, RoundCornersAll: number, RoundCornersDefault_: number, RoundCornersMask_: number, InvalidMask_: number, [string]: number }
export type ImDrawListFlags = { None: number, AntiAliasedLines: number, AntiAliasedLinesUseTex: number, AntiAliasedFill: number, AllowVtxOffset: number, TextNoPixelSnap: number, [string]: number }
export type ImDrawFlags = { None: number, RoundTopLeft: number, RoundTopRight: number, RoundBottomLeft: number, RoundBottomRight: number, RoundNone: number, Closed: number, JoinMiter: number, CapSquare: number, AAFill: number, AALines: number, AALineEnds: number, StrokeInside: number, StrokeCenter: number, StrokeCenterBiased: number, StrokeOutside: number, StrokeLegacy: number, TextNoPixelSnap: number, UseTexForRoundCorners: number, UseVtxOffset: number, AllowTexForRoundCorners_: number, RoundAll: number, RoundTop: number, RoundBottom: number, RoundLeft: number, RoundRight: number, RoundMask_: number, AllowInPushScope_: number, AllowInFrameScope_: number, StrokeMask_: number, InvalidMask_: number, RoundCornersTopLeft: number, RoundCornersTopRight: number, RoundCornersBottomLeft: number, RoundCornersBottomRight: number, RoundCornersNone: number, RoundCornersAll: number, RoundCornersTop: number, RoundCornersBottom: number, RoundCornersLeft: number, RoundCornersRight: number, [string]: number }
export type ImDrawListFlags = { None: number, AntiAliasedFill: number, AntiAliasedLines: number, AntiAliasedLinesUseTex: number, AllowVtxOffset: number, TextNoPixelSnap: number, [string]: number }
export type ImFontFlags = { None: number, NoLoadError: number, NoLoadGlyphs: number, LockBakedSizes: number, ImplicitRefSize: number, [string]: number }
export type ImGuiBackendFlags = { None: number, HasGamepad: number, HasMouseCursors: number, HasSetMousePos: number, RendererHasVtxOffset: number, RendererHasTextures: number, RendererHasViewports: number, PlatformHasViewports: number, HasMouseHoveredViewport: number, HasParentViewport: number, [string]: number }
export type ImGuiButtonFlags = { None: number, MouseButtonLeft: number, MouseButtonRight: number, MouseButtonMiddle: number, EnableNav: number, PressedOnClick: number, PressedOnClickRelease: number, PressedOnClickReleaseAnywhere: number, PressedOnRelease: number, PressedOnDoubleClick: number, PressedOnDragDropHold: number, FlattenChildren: number, AllowOverlap: number, AlignTextBaseLine: number, NoKeyModsAllowed: number, NoHoldingActiveId: number, NoNavFocus: number, NoHoveredOnFocus: number, NoSetKeyOwner: number, NoTestKeyOwner: number, NoFocus: number, MouseButtonMask_: number, PressedOnMask_: number, PressedOnDefault_: number, NoKeyModifiers: number, [string]: number }
@@ -911,12 +979,15 @@ export type ImGuiInputTextFlags = { None: number, CharsDecimal: number, CharsHex
export type ImGuiItemFlags = { None: number, NoTabStop: number, NoNav: number, NoNavDefaultFocus: number, ButtonRepeat: number, AutoClosePopups: number, AllowDuplicateId: number, Disabled: number, LiveEditOnInputText: number, LiveEditOnInputScalar: number, LiveEditOnInput: number, ReadOnly: number, MixedValue: number, NoWindowHoverableCheck: number, AllowOverlap: number, NoNavDisableMouseHover: number, NoMarkEdited: number, NoFocus: number, Inputable: number, HasSelectionUserData: number, IsMultiSelect: number, Default_: number, [string]: number }
export type ImGuiItemStatusFlags = { None: number, HoveredRect: number, HasDisplayRect: number, Edited: number, ToggledSelection: number, ToggledOpen: number, HasDeactivated: number, Deactivated: number, HoveredWindow: number, Visible: number, HasClipRect: number, HasShortcut: number, EditedInternal: number, [string]: number }
export type ImGuiKey = { None: number, NamedKey_BEGIN: number, Tab: number, LeftArrow: number, RightArrow: number, UpArrow: number, DownArrow: number, PageUp: number, PageDown: number, Home: number, End: number, Insert: number, Delete: number, Backspace: number, Space: number, Enter: number, Escape: number, LeftCtrl: number, RightCtrl: number, Menu: number, K0: number, A: number, K: number, U: number, F1: number, F7: number, F13: number, F19: number, Apostrophe: number, CapsLock: number, Keypad0: number, KeypadDecimal: number, AppBack: number, AppForward: number, Oem102: number, GamepadStart: number, GamepadFaceLeft: number, GamepadDpadLeft: number, GamepadL1: number, GamepadL2: number, GamepadL3: number, GamepadLStickLeft: number, GamepadRStickLeft: number, MouseLeft: number, ReservedForModCtrl: number, NamedKey_END: number, NamedKey_COUNT: number, NavKeyboardTweakSlow: number, NavKeyboardTweakFast: number, NavGamepadTweakSlow: number, NavGamepadTweakFast: number, NavGamepadMenu: number, NavGamepadContextMenu: number, [string]: number }
export type ImGuiListClipperFlags = { None: number, NoSetTableRowCounters: number, [string]: number }
export type ImGuiMouseSource = { Mouse: number, TouchScreen: number, Pen: number, COUNT: number, [string]: number }
export type ImGuiMultiSelectFlags = { None: number, SingleSelect: number, NoSelectAll: number, NoRangeSelect: number, NoAutoSelect: number, NoAutoClear: number, NoAutoClearOnReselect: number, BoxSelect1d: number, BoxSelect2d: number, BoxSelectNoScroll: number, ClearOnEscape: number, ClearOnClickVoid: number, ScopeWindow: number, ScopeRect: number, SelectOnAuto: number, SelectOnClickAlways: number, SelectOnClickRelease: number, NavWrapX: number, NoSelectOnRightClick: number, CheckboxMode_: number, SelectOnMask_: number, SelectOnClick: number, [string]: number }
export type ImGuiNextItemDataFlags = { None: number, HasWidth: number, HasOpen: number, HasShortcut: number, HasRefVal: number, HasStorageID: number, HasColorMarker: number, [string]: number }
export type ImGuiPopupFlags = { None: number, MouseButtonLeft: number, MouseButtonRight: number, MouseButtonMiddle: number, NoReopen: number, NoOpenOverExistingPopup: number, NoOpenOverItems: number, AnyPopupId: number, AnyPopupLevel: number, AnyPopup: number, MouseButtonShift_: number, MouseButtonMask_: number, InvalidMask_: number, [string]: number }
export type ImGuiSelectableFlags = { None: number, NoAutoClosePopups: number, SpanAllColumns: number, AllowDoubleClick: number, Disabled: number, AllowOverlap: number, Highlight: number, SelectOnNav: number, NoHoldingActiveID: number, SelectOnClick: number, SelectOnRelease: number, SpanAvailWidth: number, SetNavIdOnHover: number, NoPadWithHalfSpacing: number, NoSetKeyOwner: number, [string]: number }
export type ImGuiSelectionRequestType = { None: number, SetAll: number, SetRange: number, [string]: number }
export type ImGuiSliderFlags = { None: number, Logarithmic: number, NoRoundToFormat: number, NoInput: number, WrapAround: number, ClampOnInput: number, ClampZeroRange: number, NoSpeedTweaks: number, ColorMarkers: number, InvalidMask_: number, AlwaysClamp: number, Vertical: number, ReadOnly: number, [string]: number }
export type ImGuiStyleVar = { Alpha: number, DisabledAlpha: number, WindowPadding: number, WindowRounding: number, WindowBorderSize: number, WindowMinSize: number, WindowTitleAlign: number, ChildRounding: number, ChildBorderSize: number, PopupRounding: number, PopupBorderSize: number, FramePadding: number, FrameRounding: number, FrameBorderSize: number, ItemSpacing: number, ItemInnerSpacing: number, IndentSpacing: number, CellPadding: number, ScrollbarSize: number, ScrollbarRounding: number, ScrollbarPadding: number, GrabMinSize: number, GrabRounding: number, ImageRounding: number, ImageBorderSize: number, TabRounding: number, TabBorderSize: number, TabMinWidthBase: number, TabMinWidthShrink: number, TabBarBorderSize: number, TabBarOverlineSize: number, TableAngledHeadersAngle: number, TableAngledHeadersTextAlign: number, TreeLinesSize: number, TreeLinesRounding: number, MenuItemRounding: number, SelectableRounding: number, DragDropTargetRounding: number, ButtonTextAlign: number, SelectableTextAlign: number, SeparatorTextBorderSize: number, SeparatorTextAlign: number, SeparatorTextPadding: number, COUNT: number, [string]: number }
export type ImGuiStyleVar = { Alpha: number, DisabledAlpha: number, WindowPadding: number, WindowRounding: number, WindowBorderSize: number, WindowMinSize: number, WindowTitleAlign: number, ChildRounding: number, ChildBorderSize: number, PopupRounding: number, PopupBorderSize: number, FramePadding: number, FrameRounding: number, FrameBorderSize: number, ItemSpacing: number, ItemInnerSpacing: number, IndentSpacing: number, CellPadding: number, ScrollbarSize: number, ScrollbarRounding: number, ScrollbarPadding: number, GrabMinSize: number, GrabRounding: number, ImageRounding: number, ImageBorderSize: number, TabRounding: number, TabBorderSize: number, TabMinWidthBase: number, TabMinWidthShrink: number, TabBarBorderSize: number, TabBarOverlineSize: number, TableAngledHeadersAngle: number, TableAngledHeadersTextAlign: number, TreeLinesSize: number, TreeLinesRounding: number, MenuItemRounding: number, SelectableRounding: number, DragDropTargetRounding: number, ButtonTextAlign: number, SelectableTextAlign: number, SeparatorSize: number, SeparatorTextBorderSize: number, SeparatorTextAlign: number, SeparatorTextPadding: number, DockingSeparatorSize: number, COUNT: number, [string]: number }
export type ImGuiTreeNodeFlags = { None: number, Selected: number, Framed: number, AllowOverlap: number, NoTreePushOnOpen: number, NoAutoOpenOnLog: number, DefaultOpen: number, OpenOnDoubleClick: number, OpenOnArrow: number, Leaf: number, Bullet: number, FramePadding: number, SpanAvailWidth: number, SpanFullWidth: number, SpanLabelWidth: number, SpanAllColumns: number, LabelSpanAllColumns: number, NavLeftJumpsToParent: number, DrawLinesNone: number, DrawLinesFull: number, DrawLinesToNodes: number, NoNavFocus: number, ClipLabelForTrailingButton: number, UpsideDownArrow: number, CollapsingHeader: number, OpenOnMask_: number, DrawLinesMask_: number, [string]: number }
export type ImGuiViewportFlags = { None: number, IsPlatformWindow: number, IsPlatformMonitor: number, OwnedByApp: number, NoDecoration: number, NoTaskBarIcon: number, NoFocusOnAppearing: number, NoFocusOnClick: number, NoInputs: number, NoRendererClear: number, NoAutoMerge: number, TopMost: number, CanHostOtherWindows: number, IsMinimized: number, IsFocused: number, [string]: number }
export type ImGuiWindowFlags = { None: number, NoTitleBar: number, NoResize: number, NoMove: number, NoScrollbar: number, NoScrollWithMouse: number, NoCollapse: number, AlwaysAutoResize: number, NoBackground: number, NoSavedSettings: number, NoMouseInputs: number, MenuBar: number, HorizontalScrollbar: number, NoFocusOnAppearing: number, NoBringToFrontOnFocus: number, AlwaysVerticalScrollbar: number, AlwaysHorizontalScrollbar: number, NoNavInputs: number, NoNavFocus: number, UnsavedDocument: number, NoDocking: number, DockNodeHost: number, ChildWindow: number, Tooltip: number, Popup: number, Modal: number, ChildMenu: number, NoNav: number, NoDecoration: number, NoInputs: number, [string]: number }
@@ -943,10 +1014,13 @@ export type ImGuiModule = {
ImGuiItemFlags: ImGuiItemFlags,
ImGuiItemStatusFlags: ImGuiItemStatusFlags,
ImGuiKey: ImGuiKey,
ImGuiListClipperFlags: ImGuiListClipperFlags,
ImGuiMouseSource: ImGuiMouseSource,
ImGuiMultiSelectFlags: ImGuiMultiSelectFlags,
ImGuiNextItemDataFlags: ImGuiNextItemDataFlags,
ImGuiPopupFlags: ImGuiPopupFlags,
ImGuiSelectableFlags: ImGuiSelectableFlags,
ImGuiSelectionRequestType: ImGuiSelectionRequestType,
ImGuiSliderFlags: ImGuiSliderFlags,
ImGuiStyleVar: ImGuiStyleVar,
ImGuiTreeNodeFlags: ImGuiTreeNodeFlags,
+1 -1
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@@ -1 +1 @@
[[149, "imgui.lua"], [18647, "imgui_demo.lua"], [25932, "imgui_draw.lua"], [31170, "imgui_h.lua"], [33368, "imgui_impl_love.lua"], [33908, "imgui_internal.lua"], [37084, "imgui_tables.lua"], [41431, "imgui_widgets.lua"], [51186, "imstb_rectpack.lua"], [51632, "imstb_textedit.lua"], [52873, "imstb_truetype.lua"], [55341, "imstd_minstdio.lua"]]
[[183, "imgui.lua"], [22812, "imgui_demo.lua"], [34670, "imgui_draw.lua"], [42997, "imgui_h.lua"], [45994, "imgui_impl_love.lua"], [46538, "imgui_internal.lua"], [50510, "imgui_tables.lua"], [55602, "imgui_widgets.lua"], [67836, "imstb_rectpack.lua"], [68500, "imstb_textedit.lua"], [70042, "imstb_truetype.lua"], [72830, "imstd_minstdio.lua"]]
+30105 -12487
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+1 -1
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@@ -65,5 +65,5 @@ there, but keep this port's existing data structures and conventions. Read the s
- **ImGuiAxis is 1-based in this port** (`None=0, X=1, Y=2`; upstream `None=-1, X=0, Y=1`). Use `v[axis]` to index an ImVec2 and `3 - axis` for the other axis. `ImGuiDir` keeps upstream values (`None=-1, Left=0, Right=1, Up=2, Down=3`).
- Never write `cond and nil or x` in Lua: it always evaluates `x`. Use an `if`.
- Port signature quirk: `AddRect(min, max, col, rounding, thickness, flags)` (thickness BEFORE flags; upstream has flags first). Check the port's signature before porting any draw call that takes both.\n
- Draw calls taking both thickness and flags use upstream's 1.92.8+ order: thickness BEFORE flags, e.g. `AddRect(min, max, col, rounding, thickness, flags)`, `PathStroke(col, thickness, flags)`, `AddPolyline(points, count, col, thickness, flags)`.
- C++ default arguments (e.g. `bool x = true`) must be reproduced with `if x == nil then x = true end`; a missing Lua argument is nil/falsy.
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+19 -38
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@@ -1,52 +1,33 @@
Dear ImGui for Roblox - not yet ported / known gaps
====================================================
Upstream reference: tools/test/upstream/ (ocornut/imgui docking branch, 1.93 WIP).
Re-check with: python3 tools/test/missing.py [imgui|widgets|tables|draw] and python3 tools/test/undefined.py --no-demo
(missing.py also lists names the port defines differently, e.g. the *V printf variants and DragFloat2..4 / DragInt2..4,
which exist as ImGui.DragFloat2 = DragFloatN(2) etc. Those are NOT gaps.)
Re-check with: python3 tools/compare_upstream.py (writes docs/PORT_STATUS.txt: [ ] = not ported, [=] = replaced by a
Lua equivalent, "missing:" = enum values / struct fields) and python3 tools/test/undefined.py --no-demo
FEATURES NOT PORTED
-------------------
- Multi-select / box-select: BeginMultiSelect, EndMultiSelect, MultiSelectItemHeader/Footer, MultiSelectAddSetAll,
MultiSelectAddSetRange, SetNextItemSelectionUserData, BeginBoxSelect/EndBoxSelect, DebugNodeMultiSelectState.
(Selectable/TreeNode call sites are stubbed with TODOs; the demo "Selection State & Multi-Select" section is not ported.)
- Typing-select (type to jump in lists): GetTypingSelectRequest, TypingSelectFind*, DebugNodeTypingSelectState.
- Examples > Assets Browser (needs multi-select + box-select).
- Metrics > Tools > Item Picker (UpdateDebugToolItemPicker).
- DebugFlashStyleColor / UpdateDebugToolFlashStyleColor (Style Editor "?" flash button).
- DebugNodeInputTextState (Metrics > Internal state > InputText).
- BringWindowToDisplayBehind: stub, does nothing.
- ColorEdit4 / ColorPicker4: drag & drop target (dropping a color onto a color widget).
- ImFontAtlas:AddFontFromMemoryCompressedTTF: stub (binary_to_compressed_c fonts can't be loaded).
- ImGuiSizeCallbackData: SetNextWindowSizeConstraints custom callbacks only partially supported
(Examples > Constrained Resize).
- LogSetNextTextDecoration (Selectable "[ ]" decoration in log/clipboard output).
- stb_truetype: cmap high-byte mapping (some CJK fonts assert).
- Context hooks removal (RemoveContextHook), SetContextName.
- RegisterUserTexture / UnregisterUserTexture.
- ErrorCheckNewFrameSanityChecks / ErrorCheckEndFrameSanityChecks (fewer usage-error asserts than upstream).
- GetAllocatorFunctions (n/a in Luau).
NOT PORTED / PARTIAL
--------------------
- ImFont::AddRemapCodepointToGlyphIndex / ImGui_ImplStbTrueType_FontSrcGetGlyphIndexFromCodepoint (the port's font
loader still checks glyphs by codepoint; 1.93 split this into codepoint -> glyph index -> glyph).
- ImGui_GetDefaultCompressedFontDataProggyClean/ProggyForever: AddFontFromMemoryCompressedTTF works, but the default
fonts are loaded from fonts/ instead of embedded compressed data.
- ImFontAtlasDebugLogTextureRequests, ImHashSkipUncontributingPrefix.
- DebugLogSkippedErrors / DebugDrawIdConflicts* (error-recovery and ID-conflict debug tools).
LUA LIMITATIONS
---------------
- ImGuiDataType.S64/U64: values are Luau doubles, exact only within +-2^53 (LLONG_MAX/ULLONG_MAX round up).
- ImDrawList::AddCallback(userdata_size > 0): the "copy" is a shallow copy of a table userdata (no raw bytes).
WON'T DO (platform)
-------------------
- Multi-viewports / platform windows: Roblox has one window. Viewport API exists for the main viewport only.
- Multi-viewports / platform windows: Roblox has one window. The viewport API covers the main viewport only.
- Gamepad navigation via a real gamepad backend (keyboard navigation works).
- IME / non-ASCII keyboard text input (backend sends printable ASCII only).
NOT VERIFIED LINE BY LINE AGAINST UPSTREAM
------------------------------------------
- Demo: Layout & Scrolling, Popups & Modal windows, Inputs & Focus.
KNOWN ISSUES
------------
- Tables > "Columns flags": disabling every column asserts in TableUpdateLayout (upstream asserts too).
- Style Editor > Colors uses a ListClipper (port-only change, upstream submits every row).
PERFORMANCE IDEAS (not done)
----------------------------
- Cheaper visible ColorEdit4 rows; cheaper Begin() for child windows.
PLANNED EXTENSIONS
------------------
- ImGuizmo, ImNodes, ImGuiColorTextEdit, ImPlot, ImPlot3D (as separate extensions/, built with a --with flag).
- stb_truetype: cmap format 2 (high-byte mapping) asserts (same "@TODO" as upstream stb_truetype).
- ImTriangulator differs from upstream (imgui_draw.lua, [Luau]): CCW input is reversed first and only strictly
counter-clockwise corners are reflex, so CCW and duplicate-point polygons triangulate differently from upstream.
+421 -262
View File
@@ -1,336 +1,495 @@
-- LocalScript. Build the library first: `python3 tools/bundle.py` -> build/ImGui.luau (see default.project.json)
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local RunService = game:GetService("RunService")
local AssetService = game:GetService("AssetService")
local G = require(ReplicatedStorage:WaitForChild("ImGui"))
local ExampleImageViewerData, ExampleImageViewer_DrawOptions, ExampleImageViewer_DrawCanvas = G.ExampleImageViewerData, G.ExampleImageViewer_DrawOptions, G.ExampleImageViewer_DrawCanvas
local ImGui, ImVec4, ImGuiConfigFlags, ImGui_ImplRoblox = G.ImGui, G.ImVec4, G.ImGuiConfigFlags, G.ImGui_ImplRoblox
local BaseEnvironment = getfenv()
setfenv(1, setmetatable({}, {
__index = function(_, Key)
local Value = G[Key]
if Value ~= nil then
return Value
end
return BaseEnvironment[Key]
end,
}))
local main_scale = 1.0
-- Roblox UI points are multiplied by the OS display scale (e.g. 150%), which makes imgui look large.
-- Set this to your display scale to render imgui at physical-pixel resolution (same size as a desktop imgui app).
local render_scale = 1.0
local clear_color = ImVec4(0.45, 0.55, 0.60, 1.00)
local show_demo_window = true
local show_another_window = false
local f = 0.0
local counter = 0
local MainScale = 1.0
local RenderScale = 1.0
local RenderRate = 60 -- max tile redraws per second (0 = every frame, limited by the redraw budget instead)
local ThumbnailSize = 420
local FontSize = 13.0
local FontNames = { "Cousine-Regular", "DroidSans", "Karla-Regular", "ProggyTiny", "Roboto-Medium" }
local State = {
ClearColor = ImVec4(0.45, 0.55, 0.60, 1.00),
ShowDemoWindow = true,
ShowAnotherWindow = false,
Float = 0.0,
Counter = 0,
}
local Spinner = {
Show = true,
Speed = 1.0,
Angle = 0.0,
Color = ImVec4(0.80, 0.65, 0.97, 1.0),
}
ImGui.CreateContext()
local io = ImGui.GetIO()
io.ConfigFlags = bit32.bor(io.ConfigFlags, ImGuiConfigFlags.NavEnableKeyboard, ImGuiConfigFlags.DockingEnable)
local IO = ImGui.GetIO()
IO.ConfigFlags = bit32.bor(IO.ConfigFlags, ImGuiConfigFlags.NavEnableKeyboard, ImGuiConfigFlags.DockingEnable)
-- Catppuccin Mocha, Mauve accent (https://catppuccin.com/palette)
local function StyleColorsCatppuccinMocha(style)
local function hex(h, a)
return ImVec4(bit32.extract(h, 16, 8) / 255, bit32.extract(h, 8, 8) / 255, bit32.extract(h, 0, 8) / 255, a or 1.0)
-- catppuccin mocha mauve https://catppuccin.com/palette
local function StyleColorsCatppuccinMocha(Style)
local function Hex(Value, Alpha)
return ImVec4(
bit32.extract(Value, 16, 8) / 255,
bit32.extract(Value, 8, 8) / 255,
bit32.extract(Value, 0, 8) / 255,
Alpha or 1.0
)
end
local Crust, Mantle, Base = 0x11111b, 0x181825, 0x1e1e2e
local Surface0, Surface1, Surface2 = 0x313244, 0x45475a, 0x585b70
local Overlay0, Overlay2, Text = 0x6c7086, 0x9399b2, 0xcdd6f4
local Mauve, Lavender = 0xcba6f7, 0xb4befe
local Entries = {
{ "Text", Text },
{ "TextDisabled", Overlay0 },
{ "WindowBg", Base },
{ "ChildBg", Base, 0.0 },
{ "PopupBg", Mantle, 0.98 },
{ "Border", Surface1 },
{ "BorderShadow", Crust, 0.0 },
{ "FrameBg", Surface0 },
{ "FrameBgHovered", Surface1 },
{ "FrameBgActive", Surface2 },
{ "TitleBg", Mantle },
{ "TitleBgActive", Crust },
{ "TitleBgCollapsed", Mantle, 0.75 },
{ "MenuBarBg", Mantle },
{ "ScrollbarBg", Mantle },
{ "ScrollbarGrab", Surface1 },
{ "ScrollbarGrabHovered", Surface2 },
{ "ScrollbarGrabActive", Overlay0 },
{ "CheckMark", Mauve },
{ "SliderGrab", Mauve, 0.8 },
{ "SliderGrabActive", Mauve },
{ "Button", Surface0 },
{ "ButtonHovered", Surface1 },
{ "ButtonActive", Mauve, 0.6 },
{ "Header", Surface0 },
{ "HeaderHovered", Surface1 },
{ "HeaderActive", Mauve, 0.5 },
{ "Separator", Surface1 },
{ "SeparatorHovered", Mauve, 0.7 },
{ "SeparatorActive", Mauve },
{ "ResizeGrip", Mauve, 0.2 },
{ "ResizeGripHovered", Mauve, 0.6 },
{ "ResizeGripActive", Mauve, 0.9 },
{ "InputTextCursor", Text },
{ "Tab", Surface0 },
{ "TabHovered", Surface2 },
{ "TabSelected", Surface1 },
{ "TabSelectedOverline", Mauve },
{ "TabDimmed", Mantle },
{ "TabDimmedSelected", Surface0 },
{ "TabDimmedSelectedOverline", Overlay0 },
{ "DockingPreview", Mauve, 0.7 },
{ "DockingEmptyBg", Crust },
{ "PlotLines", Overlay2 },
{ "PlotLinesHovered", Mauve },
{ "PlotHistogram", Mauve, 0.8 },
{ "PlotHistogramHovered", Lavender },
{ "TableHeaderBg", Surface0 },
{ "TableBorderStrong", Surface1 },
{ "TableBorderLight", Surface0 },
{ "TableRowBg", Base, 0.0 },
{ "TableRowBgAlt", Surface0, 0.3 },
{ "TextLink", Mauve },
{ "TextSelectedBg", Mauve, 0.35 },
{ "TreeLines", Surface2 },
{ "DragDropTarget", Mauve, 0.9 },
{ "NavCursor", Lavender },
{ "NavWindowingHighlight", Lavender, 0.7 },
{ "NavWindowingDimBg", Crust, 0.5 },
{ "ModalWindowDimBg", Crust, 0.6 },
}
for _, Entry in ipairs(Entries) do
local Name, Color, Alpha = Entry[1], Entry[2], Entry[3]
Style.Colors[ImGuiCol[Name]] = Hex(Color, Alpha)
end
local crust, mantle, base = 0x11111b, 0x181825, 0x1e1e2e
local surface0, surface1, surface2 = 0x313244, 0x45475a, 0x585b70
local overlay0, overlay2, text = 0x6c7086, 0x9399b2, 0xcdd6f4
local mauve, lavender = 0xcba6f7, 0xb4befe
local C, c = G.ImGuiCol, style.Colors
local function set(idx, h, a) c[idx] = hex(h, a) end
set(C.Text, text); set(C.TextDisabled, overlay0)
set(C.WindowBg, base); set(C.ChildBg, base, 0.0)
set(C.PopupBg, mantle, 0.98); set(C.Border, surface1); set(C.BorderShadow, crust, 0.0)
set(C.FrameBg, surface0); set(C.FrameBgHovered, surface1); set(C.FrameBgActive, surface2)
set(C.TitleBg, mantle); set(C.TitleBgActive, crust); set(C.TitleBgCollapsed, mantle, 0.75)
set(C.MenuBarBg, mantle)
set(C.ScrollbarBg, mantle); set(C.ScrollbarGrab, surface1)
set(C.ScrollbarGrabHovered, surface2); set(C.ScrollbarGrabActive, overlay0)
set(C.CheckMark, mauve); set(C.SliderGrab, mauve, 0.8); set(C.SliderGrabActive, mauve)
set(C.Button, surface0); set(C.ButtonHovered, surface1); set(C.ButtonActive, mauve, 0.6)
set(C.Header, surface0); set(C.HeaderHovered, surface1); set(C.HeaderActive, mauve, 0.5)
set(C.Separator, surface1); set(C.SeparatorHovered, mauve, 0.7); set(C.SeparatorActive, mauve)
set(C.ResizeGrip, mauve, 0.2); set(C.ResizeGripHovered, mauve, 0.6); set(C.ResizeGripActive, mauve, 0.9)
set(C.InputTextCursor, text)
set(C.TabHovered, surface2); set(C.Tab, surface0)
set(C.TabSelected, surface1); set(C.TabSelectedOverline, mauve)
set(C.TabDimmed, mantle); set(C.TabDimmedSelected, surface0); set(C.TabDimmedSelectedOverline, overlay0)
set(C.DockingPreview, mauve, 0.7); set(C.DockingEmptyBg, crust)
set(C.PlotLines, overlay2); set(C.PlotLinesHovered, mauve)
set(C.PlotHistogram, mauve, 0.8); set(C.PlotHistogramHovered, lavender)
set(C.TableHeaderBg, surface0); set(C.TableBorderStrong, surface1); set(C.TableBorderLight, surface0)
set(C.TableRowBg, base, 0.0); set(C.TableRowBgAlt, surface0, 0.3)
set(C.TextLink, mauve); set(C.TextSelectedBg, mauve, 0.35)
set(C.TreeLines, surface2)
set(C.DragDropTarget, mauve, 0.9)
set(C.NavCursor, lavender); set(C.NavWindowingHighlight, lavender, 0.7)
set(C.NavWindowingDimBg, crust, 0.5); set(C.ModalWindowDimBg, crust, 0.6)
end
local style = ImGui.GetStyle()
StyleColorsCatppuccinMocha(style)
style:ScaleAllSizes(main_scale)
style.FontScaleDpi = main_scale
local Style = ImGui.GetStyle()
StyleColorsCatppuccinMocha(Style)
Style:ScaleAllSizes(MainScale)
Style.FontScaleDpi = MainScale
-- Fonts: ProggyClean stays the default (added first); the rest show up in Style Editor > Fonts
io.Fonts:AddFontDefault()
for _, name in ipairs({ "Cousine-Regular", "DroidSans", "Karla-Regular", "ProggyTiny", "Roboto-Medium" }) do
io.Fonts:AddFontFromFileTTF("fonts/" .. name .. ".ttf", 13.0)
IO.Fonts:AddFontDefault()
for _, Name in ipairs(FontNames) do
IO.Fonts:AddFontFromFileTTF("fonts/" .. Name .. ".ttf", FontSize)
end
ImGui_ImplRoblox.Init(nil, render_scale)
ImGui_ImplRoblox.SetRenderRate(60) -- tile redraws per second; imgui logic + your code still run every frame
-- ImGui_ImplRoblox.SetBusyRenderRate(30) -- optional: lower redraw rate while scrolling/resizing/moving windows
ImGui_ImplRoblox.SetProfiling(true) -- MicroProfiler (Ctrl+F6) labels; turn off when not profiling
ImGui_ImplRoblox.Init(nil, RenderScale)
ImGui_ImplRoblox.SetRenderRate(RenderRate)
-- ImGui_ImplRoblox.SetBusyRenderRate(30) -- Optional: lower redraw rate while scrolling/resizing/moving windows
-- ImGui_ImplRoblox.SetProfiling(true) -- MicroProfiler labels; turn off when not profiling
-- ImGui_ImplRoblox.SetTextProxy(true) -- Optional: hidden TextBox for OS typing (any layout), paste and copy/cut
local function ProfileBegin(Name)
if ImGui_ImplRoblox.IsProfiling() then
debug.profilebegin(Name)
end
end
local function ProfileEnd()
if ImGui_ImplRoblox.IsProfiling() then
debug.profileend()
end
end
local function P(name) if ImGui_ImplRoblox.IsProfiling() then debug.profilebegin(name) end end
local function PE() if ImGui_ImplRoblox.IsProfiling() then debug.profileend() end end
--------------------------------------------------------------------------------------------------------------------
-- Custom widget: ImGui.Embed(id, size, flags, init) -> Frame
-- Reserves a widget-sized area in the current window and shows a real Frame there, so any Instances (UI, a
-- ViewportFrame, ...) can live inside an imgui window. Immediate-mode friendly:
-- * one Frame per id (per window, through the ID stack, like any widget); `init(frame)` runs only when it is created
-- * call it every frame the Frame should be visible; when it isn't called (window closed/collapsed, tab or tree node
-- closed, scrolled fully out of view) the Frame is hidden, never destroyed, so your Instances keep their state
-- * size uses imgui sizing (ImVec2(-1, h) = fill width, 0 = default), style gives padding/rounding/background/border
-- * returns the Frame: edit properties, add or remove children any time
-- ImGui.DestroyEmbed(id) removes it for good (call while the same window is current, like the widget itself).
--------------------------------------------------------------------------------------------------------------------
local EmbedFlags = {
None = 0,
NoClip = 1, -- don't clip to the window's content area (still moves/hides/stacks with the window)
NoBackground = 2, -- no FrameBg behind the Frame
NoBorder = 4, -- no style border
NoPadding = 8, -- no FramePadding inside the Frame (UIPadding)
NoRounding = 16, -- no FrameRounding corners (UICorner)
NoClip = 1, -- Don't clip to the window's content area (still moves/hides/stacks with the window)
NoBackground = 2, -- No FrameBg behind the Frame
NoBorder = 4, -- No style border
NoPadding = 8, -- No FramePadding inside the Frame (UIPadding)
NoRounding = 16, -- No FrameRounding corners (UICorner)
}
G.ImGuiEmbedFlags = EmbedFlags
local embeds = {} -- [ImGuiID] = { Frame, Padding, Corner }
local Embeds = {}
function ImGui.Embed(id, size, flags, init)
flags = flags or EmbedFlags.None
local window = ImGui.GetCurrentWindow()
local gid = window:GetID(id)
local e = embeds[gid]
if not e then
local frame = Instance.new("Frame")
frame.Name = tostring(id)
frame.BackgroundTransparency = 1
frame.BorderSizePixel = 0
frame.Visible = false
e = { Frame = frame, Padding = Instance.new("UIPadding"), Corner = Instance.new("UICorner") }
e.Padding.Parent = frame
e.Corner.Parent = frame
embeds[gid] = e
if init then init(frame) end
end
if window.SkipItems then return e.Frame end
local style = ImGui.GetStyle()
local sz = ImGui.CalcItemSize(size or G.ImVec2(0, 0), ImGui.CalcItemWidth(), ImGui.GetFrameHeight() * 4)
local p = window.DC.CursorPos
local bb = G.ImRect(p.x, p.y, p.x + sz.x, p.y + sz.y)
ImGui.ItemSize(sz)
if not ImGui.ItemAdd(bb, gid) then return e.Frame end -- fully clipped: not submitted -> hidden this frame
local rounding = bit32.band(flags, EmbedFlags.NoRounding) == 0 and style.FrameRounding or 0
if bit32.band(flags, EmbedFlags.NoBackground) == 0 then
ImGui.RenderFrame(bb.Min, bb.Max, ImGui.GetColorU32(G.ImGuiCol.FrameBg), bit32.band(flags, EmbedFlags.NoBorder) == 0, rounding)
elseif bit32.band(flags, EmbedFlags.NoBorder) == 0 then
ImGui.RenderFrameBorder(bb.Min, bb.Max, rounding)
end
-- style -> Instances (only written when changed)
local scale = ImGui_ImplRoblox.GetRenderScale()
local px, py = 0, 0
if bit32.band(flags, EmbedFlags.NoPadding) == 0 then px, py = style.FramePadding.x / scale, style.FramePadding.y / scale end
if e.PX ~= px or e.PY ~= py then
e.PX, e.PY = px, py
e.Padding.PaddingLeft, e.Padding.PaddingRight = UDim.new(0, px), UDim.new(0, px)
e.Padding.PaddingTop, e.Padding.PaddingBottom = UDim.new(0, py), UDim.new(0, py)
end
if e.R ~= rounding then e.R = rounding; e.Corner.CornerRadius = UDim.new(0, rounding / scale) end
ImGui_ImplRoblox.SetOverlay(e.Frame, bb.Min.x, bb.Min.y, sz.x, sz.y, bit32.band(flags, EmbedFlags.NoClip) == 0)
return e.Frame
local function HasFlag(Flags, Flag)
return bit32.band(Flags, Flag) ~= 0
end
function ImGui.DestroyEmbed(id)
local gid = ImGui.GetCurrentWindow():GetID(id)
local e = embeds[gid]
if e then e.Frame:Destroy(); embeds[gid] = nil end
local function CreateEmbed(Id)
local Frame = Instance.new("Frame")
Frame.Name = tostring(Id)
Frame.BackgroundTransparency = 1
Frame.BorderSizePixel = 0
Frame.Visible = false
local Padding = Instance.new("UIPadding")
Padding.Parent = Frame
local Corner = Instance.new("UICorner")
Corner.Parent = Frame
return { Frame = Frame, Padding = Padding, Corner = Corner }
end
-- Example: Decal Viewer. Loads a decal/image asset's pixels into an imgui texture and shows it in the demo's
-- image viewer (zoom with the wheel, drag to pan, toggleable pixel grid).
local AssetService = game:GetService("AssetService")
local MarketplaceService = game:GetService("MarketplaceService")
local decal = { input = ImGui.NewTextBuffer("", 32), status = "Enter a decal or image id", tex = nil, w = 0, h = 0, loading = false,
viewer = ExampleImageViewerData(), show = true }
function ImGui.Embed(Id, Size, Flags, Init)
Flags = Flags or EmbedFlags.None
-- A Decal asset wraps an Image asset with a different id; the image is almost always uploaded just before it
-- (same creator, id slightly lower). ponytail: heuristic scan of 10 ids, InsertService:LoadAsset when owned is exact.
local function ResolveImageId(id)
local ok, info = pcall(MarketplaceService.GetProductInfo, MarketplaceService, id)
if not ok then return nil, "GetProductInfo failed: " .. tostring(info) end
if info.AssetTypeId == 1 then return id end -- already an Image
if info.AssetTypeId ~= 13 then return nil, "asset is not a decal or image" end
for cand = id - 1, id - 10, -1 do
local ok2, ci = pcall(MarketplaceService.GetProductInfo, MarketplaceService, cand)
if ok2 and ci.AssetTypeId == 1 and ci.Creator and info.Creator and ci.Creator.Id == info.Creator.Id then return cand end
local Window = ImGui.GetCurrentWindow()
local GuiId = Window:GetID(Id)
local Embed = Embeds[GuiId]
if not Embed then
Embed = CreateEmbed(Id)
Embeds[GuiId] = Embed
if Init then
Init(Embed.Frame)
end
return nil, "couldn't find the decal's image id (try the image id directly)"
end
if Window.SkipItems then
return Embed.Frame
end
local EmbedStyle = ImGui.GetStyle()
local ItemSize = ImGui.CalcItemSize(
Size or ImVec2(0, 0),
ImGui.CalcItemWidth(),
ImGui.GetFrameHeight() * 4
)
local CursorPos = Window.DC.CursorPos
local BoundingBox = ImRect(CursorPos.x, CursorPos.y, CursorPos.x + ItemSize.x, CursorPos.y + ItemSize.y)
ImGui.ItemSize(ItemSize)
if not ImGui.ItemAdd(BoundingBox, GuiId) then
return Embed.Frame
end
local Rounding = HasFlag(Flags, EmbedFlags.NoRounding) and 0 or EmbedStyle.FrameRounding
local ShowBorder = not HasFlag(Flags, EmbedFlags.NoBorder)
if not HasFlag(Flags, EmbedFlags.NoBackground) then
ImGui.RenderFrame(
BoundingBox.Min,
BoundingBox.Max,
ImGui.GetColorU32(ImGuiCol.FrameBg),
ShowBorder,
Rounding
)
elseif ShowBorder then
ImGui.RenderFrameBorder(BoundingBox.Min, BoundingBox.Max, Rounding)
end
local Scale = ImGui_ImplRoblox.GetRenderScale()
local PaddingX, PaddingY = 0, 0
if not HasFlag(Flags, EmbedFlags.NoPadding) then
PaddingX = EmbedStyle.FramePadding.x / Scale
PaddingY = EmbedStyle.FramePadding.y / Scale
end
if Embed.PaddingX ~= PaddingX or Embed.PaddingY ~= PaddingY then
Embed.PaddingX, Embed.PaddingY = PaddingX, PaddingY
local Padding = Embed.Padding
Padding.PaddingLeft = UDim.new(0, PaddingX)
Padding.PaddingRight = UDim.new(0, PaddingX)
Padding.PaddingTop = UDim.new(0, PaddingY)
Padding.PaddingBottom = UDim.new(0, PaddingY)
end
if Embed.Rounding ~= Rounding then
Embed.Rounding = Rounding
Embed.Corner.CornerRadius = UDim.new(0, Rounding / Scale)
end
ImGui_ImplRoblox.SetOverlay(
Embed.Frame,
BoundingBox.Min.x,
BoundingBox.Min.y,
ItemSize.x,
ItemSize.y,
not HasFlag(Flags, EmbedFlags.NoClip)
)
return Embed.Frame
end
local function LoadDecal(id)
decal.loading = true
decal.status = "Loading " .. id .. "..."
function ImGui.DestroyEmbed(Id)
local GuiId = ImGui.GetCurrentWindow():GetID(Id)
local Embed = Embeds[GuiId]
if Embed then
Embed.Frame:Destroy()
Embeds[GuiId] = nil
end
end
local Decal = {
Show = true,
Input = ImGui.NewTextBuffer("", 32),
Status = "Enter a decal or image id",
Loading = false,
Texture = nil,
Width = 0,
Height = 0,
Viewer = ExampleImageViewerData(),
}
local function LoadDecal(Id)
Decal.Loading = true
Decal.Status = "Loading " .. Id .. "..."
task.spawn(function()
local image_id, err = ResolveImageId(id)
decal.thumb = nil
if image_id then
-- 1) the image itself (needs permission), 2) its 420x420 thumbnail (may be allowed when 1 isn't)
local ok, img = pcall(AssetService.CreateEditableImageAsync, AssetService, Content.fromUri("rbxassetid://" .. image_id))
if not ok then
local ok2, img2 = pcall(AssetService.CreateEditableImageAsync, AssetService, Content.fromUri("rbxthumb://type=Asset&id=" .. id .. "&w=420&h=420"))
if ok2 then ok, img = true, img2 end
local Uri = string.format("rbxthumb://type=Asset&id=%d&w=%d&h=%d", Id, ThumbnailSize, ThumbnailSize)
local Success, Result = pcall(AssetService.CreateEditableImageAsync, AssetService, Content.fromUri(Uri))
if Success then
local Size = Result.Size
local Pixels = Result:ReadPixelsBuffer(Vector2.zero, Size)
Result:Destroy()
if Decal.Texture then
ImGui_ImplRoblox.DestroyTexture(Decal.Texture)
end
if ok then
local size = img.Size
local pixels = img:ReadPixelsBuffer(Vector2.zero, size)
img:Destroy()
if decal.tex then ImGui_ImplRoblox.DestroyTexture(decal.tex) end
decal.thumb = nil
decal.tex, decal.w, decal.h = ImGui_ImplRoblox.CreateTexture(pixels, size.X, size.Y), size.X, size.Y
decal.viewer.ViewReset = true
decal.status = string.format("Image %d: %dx%d", image_id, size.X, size.Y)
Decal.Texture = ImGui_ImplRoblox.CreateTexture(Pixels, Size.X, Size.Y)
Decal.Width, Decal.Height = Size.X, Size.Y
Decal.Viewer.ViewReset = true
Decal.Status = string.format("Thumbnail %d: %dx%d", Id, Size.X, Size.Y)
else
-- 3) no pixel access: Roblox still displays any asset, so show its thumbnail in an ImageLabel (no grid)
decal.thumb = "rbxthumb://type=Asset&id=" .. id .. "&w=420&h=420"
decal.status = "No pixel access (asset not owned by this experience's creator): display only, no zoom/grid"
Decal.Status = "Failed to load thumbnail: " .. tostring(Result)
end
else
decal.thumb = "rbxthumb://type=Asset&id=" .. id .. "&w=420&h=420"
decal.status = (err or "") .. " - showing thumbnail"
end
decal.loading = false
Decal.Loading = false
end)
end
local function ShowDecalViewer()
if not decal.show then return end
decal.show = ImGui.Begin("Decal Viewer", decal.show)
if not Decal.Show then
return
end
Decal.Show = ImGui.Begin("Decal Viewer", Decal.Show)
ImGui.SetNextItemWidth(ImGui.GetFontSize() * 12)
local enter = ImGui.InputTextWithHint("##id", "decal id", decal.input, 32, G.ImGuiInputTextFlags.CharsDecimal + G.ImGuiInputTextFlags.EnterReturnsTrue)
local EnterPressed = ImGui.InputTextWithHint(
"##id",
"decal id",
Decal.Input,
32,
ImGuiInputTextFlags.CharsDecimal + ImGuiInputTextFlags.EnterReturnsTrue
)
ImGui.SameLine()
ImGui.BeginDisabled(decal.loading)
if (ImGui.Button("Load") or enter) and not decal.loading then
local id = tonumber(ImGui.TextBufferToString(decal.input))
if id then LoadDecal(id) else decal.status = "Not a number" end
ImGui.BeginDisabled(Decal.Loading)
if (ImGui.Button("Load") or EnterPressed) and not Decal.Loading then
local Id = tonumber(ImGui.TextBufferToString(Decal.Input))
if Id and Id == math.floor(Id) then
LoadDecal(Id)
else
Decal.Status = "Not a valid id"
end
end
ImGui.EndDisabled()
ImGui.SameLine(); ImGui.TextDisabled(decal.status)
if decal.thumb then
local avail = ImGui.GetContentRegionAvail()
local frame = ImGui.Embed("decal_thumb", G.ImVec2(-1, math.max(avail.y, 50)), G.ImGuiEmbedFlags.None, function(f)
local img = Instance.new("ImageLabel")
img.Name = "Image"
img.Size = UDim2.fromScale(1, 1)
img.BackgroundTransparency = 1
img.ScaleType = Enum.ScaleType.Fit
img.Parent = f
end)
if frame.Image.Image ~= decal.thumb then frame.Image.Image = decal.thumb end
elseif decal.tex then
ExampleImageViewer_DrawOptions(decal.viewer)
local avail = ImGui.GetContentRegionAvail()
ExampleImageViewer_DrawCanvas(decal.viewer, G.ImVec2(math.max(avail.x, 50), math.max(avail.y, 50)), decal.tex, decal.w, decal.h)
ImGui.SameLine()
ImGui.TextDisabled(Decal.Status)
if Decal.Texture then
ExampleImageViewer_DrawOptions(Decal.Viewer)
local Available = ImGui.GetContentRegionAvail()
ExampleImageViewer_DrawCanvas(
Decal.Viewer,
ImVec2(math.max(Available.x, 50), math.max(Available.y, 50)),
Decal.Texture,
Decal.Width,
Decal.Height
)
end
ImGui.End()
end
-- Example: a ViewportFrame with a spinning part, edited live from imgui widgets
local spin_speed = 1.0
local part_color = ImVec4(0.80, 0.65, 0.97, 1.0)
local spin_angle = 0.0
local show_viewport_window = true
RunService.Stepped:Connect(function()
P("ImGui frame")
ImGui_ImplRoblox.NewFrame()
P("ImGui.NewFrame"); ImGui.NewFrame(); PE()
P("ImGui UI")
-- Dockspace covering the whole screen; the centre stays transparent so the game shows through
ImGui.DockSpaceOverViewport(0, nil, G.ImGuiDockNodeFlags.PassthruCentralNode)
if show_demo_window then
ImGui.ShowDemoWindow()
end
do
local function ShowHelloWindow()
ImGui.Begin("Hello, world!")
ImGui.Text("This is some useful text.")
local _
_, show_demo_window = ImGui.Checkbox("Demo Window", show_demo_window)
_, show_another_window = ImGui.Checkbox("Another Window", show_another_window)
f = ImGui.SliderFloat("float", f, 0.0, 1.0)
ImGui.ColorEdit3("clear color", clear_color)
local _
_, State.ShowDemoWindow = ImGui.Checkbox("Demo Window", State.ShowDemoWindow)
_, State.ShowAnotherWindow = ImGui.Checkbox("Another Window", State.ShowAnotherWindow)
State.Float = ImGui.SliderFloat("float", State.Float, 0.0, 1.0)
ImGui.ColorEdit3("clear color", State.ClearColor)
if ImGui.Button("Button") then
counter = counter + 1
State.Counter += 1
end
ImGui.SameLine()
ImGui.Text("counter = %d", counter)
ImGui.Text("counter = %d", State.Counter)
ImGui.Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0 / io.Framerate, io.Framerate)
ImGui.Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0 / IO.Framerate, IO.Framerate)
ImGui.End()
end
local function ShowAnotherWindow()
if not State.ShowAnotherWindow then
return
end
if show_another_window then
show_another_window = ImGui.Begin("Another Window", show_another_window)
State.ShowAnotherWindow = ImGui.Begin("Another Window", State.ShowAnotherWindow)
ImGui.Text("Hello from another window!")
if ImGui.Button("Close Me") then
show_another_window = false
State.ShowAnotherWindow = false
end
ImGui.End()
end
local function CreateSpinnerViewport(Container)
local Viewport = Instance.new("ViewportFrame")
Viewport.Size = UDim2.fromScale(1, 1)
Viewport.BackgroundTransparency = 1
Viewport.Parent = Container
local Camera = Instance.new("Camera")
Camera.CFrame = CFrame.lookAt(Vector3.new(0, 2, 6), Vector3.zero)
Camera.Parent = Viewport
Viewport.CurrentCamera = Camera
local Part = Instance.new("Part")
Part.Name = "Spinner"
Part.Size = Vector3.new(2, 2, 2)
Part.Parent = Viewport
end
local function ShowViewportWindow()
if not Spinner.Show then
return
end
PE()
Spinner.Show = ImGui.Begin("Viewport", Spinner.Show)
Spinner.Speed = ImGui.SliderFloat("speed", Spinner.Speed, 0.0, 5.0)
ImGui.ColorEdit3("color", Spinner.Color)
local Frame = ImGui.Embed("viewport", ImVec2(-1, 220), EmbedFlags.None, CreateSpinnerViewport)
Spinner.Angle += Spinner.Speed * IO.DeltaTime
local Part = Frame.ViewportFrame.Spinner
Part.CFrame = CFrame.Angles(0.4, Spinner.Angle, 0)
Part.Color = Color3.new(Spinner.Color.x, Spinner.Color.y, Spinner.Color.z)
ImGui.End()
end
RunService.Stepped:Connect(function()
ProfileBegin("ImGui frame")
ImGui_ImplRoblox.NewFrame()
ProfileBegin("ImGui.NewFrame")
ImGui.NewFrame()
ProfileEnd()
ProfileBegin("ImGui UI")
ImGui.DockSpaceOverViewport(0, nil, ImGuiDockNodeFlags.PassthruCentralNode)
if State.ShowDemoWindow then
-- For reference: https://github.com/4DBug/imgui-luau/blob/master/imgui_demo.lua
ImGui.ShowDemoWindow()
end
ShowHelloWindow()
ShowAnotherWindow()
ShowDecalViewer()
ShowViewportWindow()
ProfileEnd()
if show_viewport_window then
show_viewport_window = ImGui.Begin("Viewport", show_viewport_window)
spin_speed = ImGui.SliderFloat("speed", spin_speed, 0.0, 5.0)
ImGui.ColorEdit3("color", part_color)
local frame = ImGui.Embed("viewport", G.ImVec2(-1, 220), G.ImGuiEmbedFlags.None, function(f)
-- runs once
local vpf = Instance.new("ViewportFrame")
vpf.Size = UDim2.fromScale(1, 1)
vpf.BackgroundTransparency = 1
vpf.Parent = f
local cam = Instance.new("Camera")
cam.CFrame = CFrame.lookAt(Vector3.new(0, 2, 6), Vector3.new(0, 0, 0))
cam.Parent = vpf
vpf.CurrentCamera = cam
local part = Instance.new("Part")
part.Name = "Spinner"
part.Size = Vector3.new(2, 2, 2)
part.Parent = vpf
end)
-- every frame: edit what was created once
spin_angle += spin_speed * io.DeltaTime
local part = frame.ViewportFrame.Spinner
part.CFrame = CFrame.Angles(0.4, spin_angle, 0)
part.Color = Color3.new(part_color.x, part_color.y, part_color.z)
ImGui.Text("Frames created: 1 (same Frame every frame)")
ImGui.End()
end
ProfileBegin("ImGui.Render")
ImGui.EndFrame()
ImGui.Render()
ProfileEnd()
P("ImGui.Render"); ImGui.EndFrame(); ImGui.Render(); PE()
ImGui_ImplRoblox.RenderDrawData(ImGui.GetDrawData())
PE()
ProfileEnd()
end)
-53
View File
@@ -1,53 +0,0 @@
-- One UI that runs unchanged on Roblox and LÖVE: only the Dear ImGui API is used, and the code is plain Lua 5.1
-- (no Luau-only syntax), so both Luau and LuaJIT run it. The platform launchers are roblox.client.luau and main.lua.
-- local App = require(app)(G) -- G = the table returned by the ImGui bundle
-- every frame, between ImGui.NewFrame() and ImGui.Render(): App.Frame()
return function(G)
local ImGui, ImVec2, ImVec4 = G.ImGui, G.ImVec2, G.ImVec4
local App = {
Platform = "?", -- set by the launcher ("Roblox" / "LÖVE")
ClearColor = ImVec4(0.45, 0.55, 0.60, 1.00), -- launchers may use it as the background colour
}
local show_demo, show_table = false, true
local counter, speed = 0, 1.0
local name = ImGui.NewTextBuffer("Player", 64)
local samples, t = {}, 0.0
local items = { { "Sword", 1, 120 }, { "Potion", 5, 15 }, { "Arrow", 64, 1 }, { "Shield", 1, 80 } }
function App.Frame()
local io = ImGui.GetIO()
t = t + io.DeltaTime * speed
for i = 1, 90 do samples[i] = math.sin(i / 90 * math.pi * 4 + t * 3) end
ImGui.SetNextWindowPos(ImVec2(20, 20), G.ImGuiCond.FirstUseEver)
ImGui.SetNextWindowSize(ImVec2(420, 360), G.ImGuiCond.FirstUseEver)
ImGui.Begin("Shared Example")
ImGui.Text("Running on %s (%.1f FPS)", App.Platform, io.Framerate)
ImGui.Separator()
ImGui.InputText("name", name, 64)
if ImGui.Button("Click me") then counter = counter + 1 end
ImGui.SameLine(); ImGui.Text("%s clicked %d times", ImGui.TextBufferToString(name), counter)
speed = ImGui.SliderFloat("speed", speed, 0.0, 4.0)
ImGui.ColorEdit3("background", App.ClearColor)
ImGui.PlotLines("wave", samples, nil, #samples, 0, nil, -1.0, 1.0, ImVec2(0, 60))
local _
_, show_table = ImGui.Checkbox("Inventory table", show_table)
ImGui.SameLine(); _, show_demo = ImGui.Checkbox("Demo window", show_demo)
if show_table and ImGui.BeginTable("inv", 3, bit32.bor(G.ImGuiTableFlags.Borders, G.ImGuiTableFlags.RowBg, G.ImGuiTableFlags.Sortable)) then
ImGui.TableSetupColumn("Item"); ImGui.TableSetupColumn("Count"); ImGui.TableSetupColumn("Value")
ImGui.TableHeadersRow()
for _, it in ipairs(items) do
ImGui.TableNextRow()
ImGui.TableNextColumn(); ImGui.Text(it[1])
ImGui.TableNextColumn(); ImGui.Text("%d", it[2])
ImGui.TableNextColumn(); ImGui.Text("%d", it[3])
end
ImGui.EndTable()
end
ImGui.End()
if show_demo and ImGui.ShowDemoWindow then show_demo = ImGui.ShowDemoWindow(show_demo) end
end
return App
end
-5
View File
@@ -1,5 +0,0 @@
function love.conf(t)
t.window.title = "Dear ImGui - shared example (LÖVE)"
t.window.width, t.window.height = 1280, 800
t.window.resizable = true
end
@@ -1,15 +0,0 @@
{
"name": "imgui-shared-example",
"tree": {
"$className": "DataModel",
"ReplicatedStorage": {
"ImGui": { "$path": "../../build/ImGuiTyped.luau", "Impl": { "$path": "../../build/ImGui.luau" } },
"SharedApp": { "$path": "app.lua" }
},
"StarterPlayer": {
"StarterPlayerScripts": {
"SharedExample": { "$path": "roblox.client.luau" }
}
}
}
}
-43
View File
@@ -1,43 +0,0 @@
-- LÖVE launcher for app.lua: python3 tools/bundle.py --target love then love examples/example_shared
local ROOT = love.filesystem.getSource() .. "/../../" -- repo root (build/, fonts/)
local function load_bundle()
local f = assert(io.open(ROOT .. "build/imgui_love.lua", "rb"), "run: python3 tools/bundle.py --target love")
local src = f:read("*a"); f:close()
return assert(loadstring(src, "@imgui_love.lua"))()
end
local G, ImGui, App
function love.load()
G = load_bundle()
ImGui = G.ImGui
ImGui.CreateContext()
local io = ImGui.GetIO()
io.ConfigFlags = bit32.bor(io.ConfigFlags, G.ImGuiConfigFlags.NavEnableKeyboard, G.ImGuiConfigFlags.DockingEnable)
io.IniFilename = nil
G.ImGui_ImplLove.Init({ root = ROOT })
App = love.filesystem.load("app.lua")()(G)
App.Platform = "LÖVE"
end
function love.update(dt)
G.ImGui_ImplLove.NewFrame()
ImGui.NewFrame()
App.Frame()
ImGui.Render()
end
function love.draw()
local c = App.ClearColor
love.graphics.clear(c.x, c.y, c.z, 1)
G.ImGui_ImplLove.RenderDrawData(ImGui.GetDrawData())
end
function love.mousemoved(x, y) G.ImGui_ImplLove.MouseMoved(x, y) end
function love.mousepressed(x, y, b) G.ImGui_ImplLove.MousePressed(x, y, b) end
function love.mousereleased(x, y, b) G.ImGui_ImplLove.MouseReleased(x, y, b) end
function love.wheelmoved(x, y) G.ImGui_ImplLove.WheelMoved(x, y) end
function love.keypressed(k) G.ImGui_ImplLove.KeyPressed(k) end
function love.keyreleased(k) G.ImGui_ImplLove.KeyReleased(k) end
function love.textinput(t) G.ImGui_ImplLove.TextInput(t) end
function love.focus(f) G.ImGui_ImplLove.Focus(f) end
@@ -1,21 +0,0 @@
-- Roblox launcher for app.lua (sync with examples/example_shared/default.project.json).
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local RunService = game:GetService("RunService")
local G = require(ReplicatedStorage:WaitForChild("ImGui"))
local ImGui = G.ImGui
ImGui.CreateContext()
local io = ImGui.GetIO()
io.ConfigFlags = bit32.bor(io.ConfigFlags, G.ImGuiConfigFlags.NavEnableKeyboard, G.ImGuiConfigFlags.DockingEnable)
G.ImGui_ImplRoblox.Init()
local App = require(ReplicatedStorage:WaitForChild("SharedApp"))(G)
App.Platform = "Roblox"
RunService.Stepped:Connect(function()
G.ImGui_ImplRoblox.NewFrame()
ImGui.NewFrame()
App.Frame()
ImGui.Render()
G.ImGui_ImplRoblox.RenderDrawData(ImGui.GetDrawData())
end)
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@@ -4,6 +4,63 @@
-- ALL TABLES IN THIS FILE ARE 1-BASED!
-- Avoids table creation when possible
-- [DEAR IMGUI]
-- This is a slightly modified version of stb_rect_pack.h 1.01.
-- Grep for [DEAR IMGUI] to find the changes.
--
-- stb_rect_pack.h - v1.01 - public domain - rectangle packing
-- Sean Barrett 2014
--
-- Useful for e.g. packing rectangular textures into an atlas.
-- Does not do rotation.
--
-- Not necessarily the awesomest packing method, but better than
-- the totally naive one in stb_truetype (which is primarily what
-- this is meant to replace).
--
-- Has only had a few tests run, may have issues.
--
-- More docs to come.
--
-- Uses table.sort and assert (STBRP_SORT and STBRP_ASSERT below).
--
-- This library currently uses the Skyline Bottom-Left algorithm.
--
-- Please note: better rectangle packers are welcome! Please
-- implement them to the same API, but with a different init
-- function.
--
-- Credits
--
-- Library
-- Sean Barrett
-- Minor features
-- Martins Mozeiko
-- github:IntellectualKitty
--
-- Bugfixes / warning fixes
-- Jeremy Jaussaud
-- Fabian Giesen
--
-- Version history:
--
-- 1.01 (2021-07-11) always use large rect mode, expose STBRP__MAXVAL in public section
-- 1.00 (2019-02-25) avoid small space waste; gracefully fail too-wide rectangles
-- 0.99 (2019-02-07) warning fixes
-- 0.11 (2017-03-03) return packing success/fail result
-- 0.10 (2016-10-25) remove cast-away-const to avoid warnings
-- 0.09 (2016-08-27) fix compiler warnings
-- 0.08 (2015-09-13) really fix bug with empty rects (w=0 or h=0)
-- 0.07 (2015-09-13) fix bug with empty rects (w=0 or h=0)
-- 0.06 (2015-04-15) added STBRP_SORT to allow replacing qsort
-- 0.05: added STBRP_ASSERT to allow replacing assert
-- 0.04: fixed minor bug in STBRP_LARGE_RECTS support
-- 0.01: initial release
--
-- LICENSE
--
-- See end of file for license information.
--- The `prev_link` can be stbrp_context or stbrp_node
--- @diagnostic disable
@@ -13,7 +70,13 @@ local STBRP_SORT = table.sort
local STBRP_ASSERT = assert
local STBRP__NOTUSED = function(_) end
-------------------------------------------------------------------------------
--
-- INCLUDE SECTION
--
local STBRP__MAXVAL = 0x7fffffff
-- Mostly for internal use, but this is the maximum supported coordinate value.
--- @enum STBRP_HEURISTIC_Skyline
local STBRP_HEURISTIC_Skyline = {
@@ -44,12 +107,17 @@ local STBRP__PREV_LINK_TYPE = {
--- @nodiscard
local function stbrp_rect()
return {
-- reserved for your use:
id = 0,
-- input:
w = 0,
h = 0,
-- output:
x = 0,
y = 0,
was_packed = 0
was_packed = 0 -- non-zero if valid packing
}
end
@@ -92,7 +160,7 @@ local function stbrp_context()
active_head = nil,
free_head = nil,
extra = {stbrp_node(), stbrp_node()}
extra = {stbrp_node(), stbrp_node()} -- we allocate two extra nodes so optimal user-node-count is 'width' not 'width+2'
}
end
@@ -113,13 +181,14 @@ local function stbrp__findresult()
}
end
--------------------------
--------------------------
---
--- IMPLEMENTATION SECTION
---
---
-------------------------------------------------------------------------------
--
-- IMPLEMENTATION SECTION
--
-- Optionally select which packing heuristic the library should use. Different
-- heuristics will produce better/worse results for different data sets.
-- If you call init again, this will be reset to the default.
--- @param context stbrp_context
--- @param heuristic int
local function stbrp_setup_heuristic(context, heuristic)
@@ -131,16 +200,49 @@ local function stbrp_setup_heuristic(context, heuristic)
end
end
-- Optionally call this function after init but before doing any packing to
-- change the handling of the out-of-temp-memory scenario, described above.
-- If you call init again, this will be reset to the default (false).
--- @param context stbrp_context
--- @param allow_out_of_mem boolean
local function stbrp_setup_allow_out_of_mem(context, allow_out_of_mem)
if allow_out_of_mem then
-- if it's ok to run out of memory, then don't bother aligning them;
-- this gives better packing, but may fail due to OOM (even though
-- the rectangles easily fit). @TODO a smarter approach would be to only
-- quantize once we've hit OOM, then we could get rid of this parameter.
context.align = 1
else
-- if it's not ok to run out of memory, then quantize the widths
-- so that num_nodes is always enough nodes.
--
-- I.e. num_nodes * align >= width
-- align >= width / num_nodes
-- align = ceil(width/num_nodes)
context.align = (context.width + context.num_nodes - 1) / context.num_nodes
end
end
-- Initialize a rectangle packer to:
-- pack a rectangle that is 'width' by 'height' in dimensions
-- using temporary storage provided by the array 'nodes', which is 'num_nodes' long
--
-- You must call this function every time you start packing into a new target.
--
-- There is no "shutdown" function. The 'nodes' memory must stay valid for
-- the following stbrp_pack_rects() call (or calls), but can be freed after
-- the call (or calls) finish.
--
-- Note: to guarantee best results, either:
-- 1. make sure 'num_nodes' >= 'width'
-- or 2. call stbrp_setup_allow_out_of_mem() defined above with 'allow_out_of_mem = true'
--
-- If you don't do either of the above things, widths will be quantized to multiples
-- of small integers to guarantee the algorithm doesn't run out of temporary storage.
--
-- If you do #2, then the non-quantized algorithm will be used, but the algorithm
-- may run out of temporary storage and be unable to pack some rectangles.
--- @param context stbrp_context
--- @param width int
--- @param height int
@@ -160,6 +262,7 @@ function stbrp_init_target(context, width, height, nodes, num_nodes)
context.num_nodes = num_nodes
stbrp_setup_allow_out_of_mem(context, false)
-- node 0 is the full width, node 1 is the sentinel (lets us not store width explicitly)
context.extra[1].x = 0
context.extra[1].y = 0
context.extra[1].next = context.extra[2]
@@ -168,6 +271,8 @@ function stbrp_init_target(context, width, height, nodes, num_nodes)
context.extra[2].next = nil
end
-- find minimum y position if it starts at x1
-- Returns (min_y, waste_area)
--- @param c stbrp_context
--- @param first stbrp_node
--- @param x0 int
@@ -181,7 +286,7 @@ local function stbrp__skyline_find_min_y(c, first, x0, width)
STBRP_ASSERT(first.x <= x0)
STBRP_ASSERT(node.next.x > x0)
STBRP_ASSERT(node.next.x > x0) -- we ended up handling this in the caller for efficiency
STBRP_ASSERT(node.x <= x0)
@@ -190,14 +295,19 @@ local function stbrp__skyline_find_min_y(c, first, x0, width)
local visited_width = 0
while node.x < x1 do
if node.y > min_y then
-- raise min_y higher.
-- we've accounted for all waste up to min_y,
-- but we'll now add more waste for everything we've visited
waste_area = waste_area + visited_width * (node.y - min_y)
min_y = node.y
-- the first time through, visited_width might be reduced
if node.x < x0 then
visited_width = visited_width + node.next.x - x0
else
visited_width = visited_width + node.next.x - node.x
end
else
-- add waste area
local under_width = node.next.x - node.x
if under_width + visited_width > width then
under_width = width - visited_width
@@ -223,10 +333,12 @@ local function stbrp__skyline_find_best_pos(c, width, height)
local best_prev_link = nil
local best_prev_link_type = nil
-- align to multiple of c.align
width = width + c.align - 1
width = width - width % c.align
STBRP_ASSERT(width % c.align == 0)
-- if it can't possibly fit, bail immediately
if width > c.width or height > c.height then
fr.prev_link = nil
fr.prev_link_type = nil
@@ -242,7 +354,8 @@ local function stbrp__skyline_find_best_pos(c, width, height)
while (node.x + width <= c.width) do
local y, waste = stbrp__skyline_find_min_y(c, node, node.x, width)
if c.heuristic == STBRP_HEURISTIC_Skyline.BL_sortHeight then
if c.heuristic == STBRP_HEURISTIC_Skyline.BL_sortHeight then -- actually just want to test BL
-- bottom left
if y < best_y then
best_y = y
best_prev_link = prev_link
@@ -250,7 +363,9 @@ local function stbrp__skyline_find_best_pos(c, width, height)
best_x = node.x
end
else
-- best-fit
if y + height <= c.height then
-- can only use it if it first vertically
if y < best_y or (y == best_y and waste < best_waste) then
best_y = y
best_waste = waste
@@ -266,12 +381,30 @@ local function stbrp__skyline_find_best_pos(c, width, height)
node = node.next
end
-- if doing best-fit (BF), we also have to try aligning right edge to each node position
--
-- e.g, if fitting
--
-- ____________________
-- |____________________|
--
-- into
--
-- | |
-- | ____________|
-- |____________|
--
-- then right-aligned reduces waste, but bottom-left BL is always chooses left-aligned
--
-- This makes BF take about 2x the time
if c.heuristic == STBRP_HEURISTIC_Skyline.BF_sortHeight then
local tail = c.active_head
local node_scan = c.active_head
local prev_link_scan = c
local prev_link_scan_type = STBRP__PREV_LINK_TYPE.ACTIVE_HEAD
-- find first node that's admissible
while tail and tail.x < width do
tail = tail.next
end
@@ -280,6 +413,7 @@ local function stbrp__skyline_find_best_pos(c, width, height)
local xpos = tail.x - width
STBRP_ASSERT(xpos >= 0)
-- find the left position that matches this
while node_scan.next and node_scan.next.x <= xpos do
prev_link_scan = node_scan
prev_link_scan_type = STBRP__PREV_LINK_TYPE.NEXT
@@ -295,6 +429,7 @@ local function stbrp__skyline_find_best_pos(c, width, height)
if y <= best_y then
if y < best_y or waste < best_waste or (waste == best_waste and xpos < best_x) then
best_x = xpos
-- STBRP_ASSERT(y <= best_y); [DEAR IMGUI]
best_y = y
best_waste = waste
best_prev_link = prev_link_scan
@@ -320,19 +455,29 @@ end
--- @param height int
--- @return stbrp__findresult
local function stbrp__skyline_pack_rectangle(context, width, height)
-- find best position according to heuristic
local res = stbrp__skyline_find_best_pos(context, width, height)
-- bail if:
-- 1. it failed
-- 2. the best node doesn't fit (we don't always check this)
-- 3. we're out of memory
if res.prev_link == nil or res.y + height > context.height or context.free_head == nil then
res.prev_link = nil
res.prev_link_type = nil
return res
end
-- on success, create new node
local node = context.free_head
node.x = res.x
node.y = res.y + height
context.free_head = node.next
-- insert the new node into the right starting point, and
-- let 'cur' point to the remaining nodes needing to be
-- stitched back in
local cur
if res.prev_link_type == STBRP__PREV_LINK_TYPE.ACTIVE_HEAD then
cur = res.prev_link.active_head
@@ -341,6 +486,7 @@ local function stbrp__skyline_pack_rectangle(context, width, height)
end
if cur.x < res.x then
-- preserve the existing one, so start testing with the next one
local next = cur.next
cur.next = node
cur = next
@@ -352,13 +498,17 @@ local function stbrp__skyline_pack_rectangle(context, width, height)
end
end
-- from here, traverse cur and free the nodes, until we get to one
-- that shouldn't be freed
while cur.next and cur.next.x <= res.x + width do
local next = cur.next
-- move the current node to the free list
cur.next = context.free_head
context.free_head = cur
cur = next
end
-- stitch the list back in
node.next = cur
if cur.x < res.x + width then
@@ -390,6 +540,29 @@ local function rect_original_order(a, b)
return a.was_packed < b.was_packed
end
-- Assign packed locations to rectangles. The rectangles are of type
-- 'stbrp_rect' defined above, stored in the array 'rects', and there
-- are 'num_rects' many of them.
--
-- Rectangles which are successfully packed have the 'was_packed' flag
-- set to a non-zero value and 'x' and 'y' store the minimum location
-- on each axis (i.e. bottom-left in cartesian coordinates, top-left
-- if you imagine y increasing downwards). Rectangles which do not fit
-- have the 'was_packed' flag set to 0.
--
-- You should not try to access the 'rects' array from another thread
-- while this function is running, as the function temporarily reorders
-- the array while it executes.
--
-- To pack into another rectangle, you need to call stbrp_init_target
-- again. To continue packing into the same rectangle, you can call
-- this function again. Calling this multiple times with multiple rect
-- arrays will probably produce worse packing results than calling it
-- a single time with the full rectangle array, but the option is
-- available.
--
-- The function returns 1 if all of the rectangles were successfully
-- packed and 0 otherwise.
--- @param context stbrp_context
--- @param rects stbrp_rect[]
--- @param num_rects int
@@ -397,15 +570,17 @@ end
local function stbrp_pack_rects(context, rects, num_rects)
local all_rects_packed = 1
-- we use the 'was_packed' field internally to allow sorting/unsorting
for i = 1, num_rects do
rects[i].was_packed = (i - 1)
end
-- sort according to heuristic
STBRP_SORT(rects, rect_height_compare)
for i = 1, num_rects do
if rects[i].w == 0 or rects[i].h == 0 then
rects[i].x = 0
rects[i].x = 0 -- empty rect needs no space
rects[i].y = 0
else
local fr = stbrp__skyline_pack_rectangle(context, rects[i].w, rects[i].h)
@@ -419,8 +594,10 @@ local function stbrp_pack_rects(context, rects, num_rects)
end
end
-- unsort
STBRP_SORT(rects, rect_original_order)
-- set was_packed flags and all_rects_packed status
for i = 1, num_rects do
rects[i].was_packed = (rects[i].x == STBRP__MAXVAL and rects[i].y == STBRP__MAXVAL) and 0 or 1
if rects[i].was_packed == 0 then
@@ -428,6 +605,7 @@ local function stbrp_pack_rects(context, rects, num_rects)
end
end
-- return the all_rects_packed status
return all_rects_packed
end
@@ -441,3 +619,43 @@ return {
setup_allow_out_of_mem = stbrp_setup_allow_out_of_mem,
setup_heuristic = stbrp_setup_heuristic
}
-- ------------------------------------------------------------------------------
-- This software is available under 2 licenses -- choose whichever you prefer.
-- ------------------------------------------------------------------------------
-- ALTERNATIVE A - MIT License
-- Copyright (c) 2017 Sean Barrett
-- Permission is hereby granted, free of charge, to any person obtaining a copy of
-- this software and associated documentation files (the "Software"), to deal in
-- the Software without restriction, including without limitation the rights to
-- use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
-- of the Software, and to permit persons to whom the Software is furnished to do
-- so, subject to the following conditions:
-- The above copyright notice and this permission notice shall be included in all
-- copies or substantial portions of the Software.
-- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
-- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
-- SOFTWARE.
-- ------------------------------------------------------------------------------
-- ALTERNATIVE B - Public Domain (www.unlicense.org)
-- This is free and unencumbered software released into the public domain.
-- Anyone is free to copy, modify, publish, use, compile, sell, or distribute this
-- software, either in source code form or as a compiled binary, for any purpose,
-- commercial or non-commercial, and by any means.
-- In jurisdictions that recognize copyright laws, the author or authors of this
-- software dedicate any and all copyright interest in the software to the public
-- domain. We make this dedication for the benefit of the public at large and to
-- the detriment of our heirs and successors. We intend this dedication to be an
-- overt act of relinquishment in perpetuity of all present and future rights to
-- this software under copyright law.
-- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-- AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
-- ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
-- WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
-- ------------------------------------------------------------------------------
+336 -35
View File
@@ -1,6 +1,221 @@
--- Dear ImGui
-- This is a Lua port of original `imstb_textedit.h`
-- [DEAR IMGUI]
-- This is a slightly modified version of stb_textedit.h 1.14.
-- Those changes would need to be pushed into nothings/stb:
-- - Fix in stb_textedit_discard_redo (see https://github.com/nothings/stb/issues/321)
-- - Fix in stb_textedit_find_charpos to handle last line (see https://github.com/ocornut/imgui/issues/6000 + #6783)
-- - Added name to struct or it may be forward declared in our code.
-- - Added UTF-8 support (see https://github.com/nothings/stb/issues/188 + https://github.com/ocornut/imgui/pull/7925)
-- - Changed STB_TEXTEDIT_INSERTCHARS() to return inserted count (instead of 0/1 bool), allowing partial insertion.
-- Grep for [DEAR IMGUI] to find some changes.
-- - Also renamed macros used or defined outside of IMSTB_TEXTEDIT_IMPLEMENTATION block from STB_TEXTEDIT_* to IMSTB_TEXTEDIT_*
-- stb_textedit.h - v1.14 - public domain - Sean Barrett
-- Development of this library was sponsored by RAD Game Tools
--
-- This C header file implements the guts of a multi-line text-editing
-- widget; you implement display, word-wrapping, and low-level string
-- insertion/deletion, and stb_textedit will map user inputs into
-- insertions & deletions, plus updates to the cursor position,
-- selection state, and undo state.
--
-- It is intended for use in games and other systems that need to build
-- their own custom widgets and which do not have heavy text-editing
-- requirements (this library is not recommended for use for editing large
-- texts, as its performance does not scale and it has limited undo).
--
-- Non-trivial behaviors are modelled after Windows text controls.
--
--
-- LICENSE
--
-- See end of file for license information.
--
--
-- DEPENDENCIES
--
-- Uses the C runtime function 'memmove', which you can override
-- by defining IMSTB_TEXTEDIT_memmove before the implementation.
-- (In this port: ImStb.TEXTEDIT_memmove.)
--
--
-- VERSION HISTORY
--
-- !!!! (2025-10-23) changed STB_TEXTEDIT_INSERTCHARS() to return inserted count (instead of 0/1 bool), allowing partial insertion.
-- 1.14 (2021-07-11) page up/down, various fixes
-- 1.13 (2019-02-07) fix bug in undo size management
-- 1.12 (2018-01-29) user can change STB_TEXTEDIT_KEYTYPE, fix redo to avoid crash
-- 1.11 (2017-03-03) fix HOME on last line, dragging off single-line textfield
-- 1.10 (2016-10-25) suppress warnings about casting away const with -Wcast-qual
-- 1.9 (2016-08-27) customizable move-by-word
-- 1.8 (2016-04-02) better keyboard handling when mouse button is down
-- 1.7 (2015-09-13) change y range handling in case baseline is non-0
-- 1.6 (2015-04-15) allow STB_TEXTEDIT_memmove
-- 1.5 (2014-09-10) add support for secondary keys for OS X
-- 1.4 (2014-08-17) fix signed/unsigned warnings
-- 1.3 (2014-06-19) fix mouse clicking to round to nearest char boundary
-- 1.2 (2014-05-27) fix some RAD types that had crept into the new code
-- 1.1 (2013-12-15) move-by-word (requires STB_TEXTEDIT_IS_SPACE )
-- 1.0 (2012-07-26) improve documentation, initial public release
-- 0.3 (2012-02-24) bugfixes, single-line mode; insert mode
-- 0.2 (2011-11-28) fixes to undo/redo
-- 0.1 (2010-07-08) initial version
--
-- ADDITIONAL CONTRIBUTORS
--
-- Ulf Winklemann: move-by-word in 1.1
-- Fabian Giesen: secondary key inputs in 1.5
-- Martins Mozeiko: STB_TEXTEDIT_memmove in 1.6
-- Louis Schnellbach: page up/down in 1.14
--
-- Bugfixes:
-- Scott Graham
-- Daniel Keller
-- Omar Cornut
-- Dan Thompson
--
-- USAGE
--
-- The basic concept is that you provide a "string" object which
-- behaves like an array of characters. stb_textedit uses indices to
-- refer to positions in the string, implicitly representing positions
-- in the displayed textedit. This is true for both plain text and
-- rich text; even with rich text stb_truetype interacts with your
-- code as if there was an array of all the displayed characters.
--
-- Symbols you must define for implementation mode (in this port: fields of ImStb, see below):
--
-- STB_TEXTEDIT_STRING the type of object representing a string being edited,
-- typically this is a wrapper object with other data you need
--
-- STB_TEXTEDIT_STRINGLEN(obj) the length of the string (ideally O(1))
-- STB_TEXTEDIT_LAYOUTROW(r,obj,n) returns the results of laying out a line of characters
-- starting from character #n (see discussion below)
-- STB_TEXTEDIT_GETWIDTH(obj,n,i) returns the pixel delta from the xpos of the i'th character
-- to the xpos of the i+1'th char for a line of characters
-- starting at character #n (i.e. accounts for kerning
-- with previous char)
-- STB_TEXTEDIT_GETCHAR(obj,i) returns the i'th character of obj, 1-based in this port
-- STB_TEXTEDIT_NEWLINE the character returned by _GETCHAR() we recognize
-- as manually wordwrapping for end-of-line positioning
--
-- STB_TEXTEDIT_DELETECHARS(obj,i,n) delete n characters starting at i
-- STB_TEXTEDIT_INSERTCHARS(obj,i,c,c_offset,n) try to insert n characters at i (taken from array c starting at c_offset)
-- returns number of characters actually inserted. [DEAR IMGUI]
--
-- STB_TEXTEDIT_K_SHIFT a power of two that is or'd in to a keyboard input to represent the shift key
--
-- STB_TEXTEDIT_K_LEFT keyboard input to move cursor left
-- STB_TEXTEDIT_K_RIGHT keyboard input to move cursor right
-- STB_TEXTEDIT_K_UP keyboard input to move cursor up
-- STB_TEXTEDIT_K_DOWN keyboard input to move cursor down
-- STB_TEXTEDIT_K_PGUP keyboard input to move cursor up a page
-- STB_TEXTEDIT_K_PGDOWN keyboard input to move cursor down a page
-- STB_TEXTEDIT_K_LINESTART keyboard input to move cursor to start of line -- e.g. HOME
-- STB_TEXTEDIT_K_LINEEND keyboard input to move cursor to end of line -- e.g. END
-- STB_TEXTEDIT_K_TEXTSTART keyboard input to move cursor to start of text -- e.g. ctrl-HOME
-- STB_TEXTEDIT_K_TEXTEND keyboard input to move cursor to end of text -- e.g. ctrl-END
-- STB_TEXTEDIT_K_DELETE keyboard input to delete selection or character under cursor
-- STB_TEXTEDIT_K_BACKSPACE keyboard input to delete selection or character left of cursor
-- STB_TEXTEDIT_K_UNDO keyboard input to perform undo
-- STB_TEXTEDIT_K_REDO keyboard input to perform redo
--
-- STB_TEXTEDIT_MOVEWORDLEFT(obj,i) custom handler for WORDLEFT, returns index to move cursor to
-- STB_TEXTEDIT_MOVEWORDRIGHT(obj,i) custom handler for WORDRIGHT, returns index to move cursor to
-- STB_TEXTEDIT_K_WORDLEFT keyboard input to move cursor left one word -- e.g. ctrl-LEFT
-- STB_TEXTEDIT_K_WORDRIGHT keyboard input to move cursor right one word -- e.g. ctrl-RIGHT
--
-- To support UTF-8:
--
-- STB_TEXTEDIT_GETPREVCHARINDEX returns index of previous character
-- STB_TEXTEDIT_GETNEXTCHARINDEX returns index of next character
-- Do NOT define STB_TEXTEDIT_KEYTOTEXT.
-- Instead, call stb_textedit_text() directly for text contents.
--
-- Keyboard input must be encoded as a single integer value; e.g. a character code
-- and some bitflags that represent shift states. to simplify the interface, SHIFT must
-- be a bitflag, so we can test the shifted state of cursor movements to allow selection,
-- i.e. (STB_TEXTEDIT_K_RIGHT|STB_TEXTEDIT_K_SHIFT) should be shifted right-arrow.
--
-- STB_TEXTEDIT_LAYOUTROW returns information about the shape of one displayed
-- row of characters assuming they start on the i'th character--the width and
-- the height and the number of characters consumed. This allows this library
-- to traverse the entire layout incrementally. You need to compute word-wrapping
-- here.
--
-- Each textfield keeps its own insert mode state, which is not how normal
-- applications work. To keep an app-wide insert mode, update/copy the
-- "insert_mode" field of STB_TexteditState before/after calling API functions.
--
-- API (in this port: fields of the table returned by this file)
--
-- initialize_state(state, is_single_line)
--
-- click(str, state, x, y)
-- drag(str, state, x, y)
-- cut(str, state) -> bool
-- paste(str, state, text, len) -> bool
-- key(str, state, key)
-- text(str, state, text, text_len)
--
-- Each of these functions potentially updates the string and updates the
-- state.
--
-- initialize_state:
-- set the textedit state to a known good default state when initially
-- constructing the textedit.
--
-- click:
-- call this with the mouse x,y on a mouse down; it will update the cursor
-- and reset the selection start/end to the cursor point. the x,y must
-- be relative to the text widget, with (0,0) being the top left.
--
-- drag:
-- call this with the mouse x,y on a mouse drag/up; it will update the
-- cursor and the selection end point
--
-- cut:
-- call this to delete the current selection; returns true if there was
-- one. you should FIRST copy the current selection to the system paste buffer.
-- (To copy, just copy the current selection out of the string yourself.)
--
-- paste:
-- call this to paste text at the current cursor point or over the current
-- selection if there is one.
--
-- key:
-- call this for keyboard inputs sent to the textfield. you can use it
-- for "key down" events or for "translated" key events.
--
-- text: (added 2025)
-- call this to directly send text input the textfield, which is required
-- for UTF-8 support, because stb_textedit_key() + STB_TEXTEDIT_KEYTOTEXT()
-- cannot infer text length.
--
--
-- When rendering, you can read the cursor position and selection state from
-- the STB_TexteditState.
--
--
-- Notes:
--
-- This is designed to be usable in IMGUI, so it allows for the possibility of
-- running in an IMGUI that has NOT cached the multi-line layout. For this
-- reason, it provides an interface that is compatible with computing the
-- layout incrementally--we try to make sure we make as few passes through
-- as possible. (For example, to locate the mouse pointer in the text, we
-- could define functions that return the X and Y positions of characters
-- and binary search Y and then X, but if we're doing dynamic layout this
-- will run the layout algorithm many times, so instead we manually search
-- forward in one pass. Similar logic applies to e.g. up-arrow and
-- down-arrow movement.)
--
-- If it's run in a widget that *has* cached the layout, then this is less
-- efficient, but it's not horrible on modern computers. But you wouldn't
-- want to edit million-line files with it.
-- ALL TABLES IN THIS FILE ARE 1-BASED!
-- Character Indexing:
-- idx=n, the n'th char (1-based)
@@ -13,6 +228,10 @@ local STB_TEXTEDIT_STRINGLEN = ImStb.TEXTEDIT_STRINGLEN
local STB_TEXTEDIT_GETCHAR = ImStb.TEXTEDIT_GETCHAR
local STB_TEXTEDIT_GETWIDTH = ImStb.TEXTEDIT_GETWIDTH
local STB_TEXTEDIT_LAYOUTROW = ImStb.TEXTEDIT_LAYOUTROW
-- [DEAR IMGUI]
-- Functions must be implemented for UTF8 support
-- Code in this file that uses those functions is modified for [DEAR IMGUI] and deviates from the original stb_textedit.
-- There is not necessarily a '[DEAR IMGUI]' at the usage sites.
local IMSTB_TEXTEDIT_GETNEXTCHARINDEX = ImStb.TEXTEDIT_GETNEXTCHARINDEX
local IMSTB_TEXTEDIT_GETPREVCHARINDEX = ImStb.TEXTEDIT_GETPREVCHARINDEX
local STB_TEXTEDIT_MOVEWORDLEFT = ImStb.TEXTEDIT_MOVEWORDLEFT
@@ -22,34 +241,35 @@ local STB_TEXTEDIT_MOVELINEEND = ImStb.TEXTEDIT_MOVELINEEND
local STB_TEXTEDIT_DELETECHARS = ImStb.TEXTEDIT_DELETECHARS
local STB_TEXTEDIT_INSERTCHARS = ImStb.TEXTEDIT_INSERTCHARS
STB_TEXTEDIT_NEWLINE = 10
STB_TEXTEDIT_NEWLINE = 10 -- the character returned by _GETCHAR() we recognize as manually wordwrapping for end-of-line positioning
STB_TEXTEDIT_K_LEFT = 0x200000 -- keyboard input to move cursor left
STB_TEXTEDIT_K_RIGHT = 0x200001 -- keyboard input to move cursor right
STB_TEXTEDIT_K_UP = 0x200002 -- keyboard input to move cursor up
STB_TEXTEDIT_K_DOWN = 0x200003 -- keyboard input to move cursor down
STB_TEXTEDIT_K_LINESTART = 0x200004 -- keyboard input to move cursor to start of line
STB_TEXTEDIT_K_LINEEND = 0x200005 -- keyboard input to move cursor to end of line
STB_TEXTEDIT_K_TEXTSTART = 0x200006 -- keyboard input to move cursor to start of text
STB_TEXTEDIT_K_TEXTEND = 0x200007 -- keyboard input to move cursor to end of text
STB_TEXTEDIT_K_LINESTART = 0x200004 -- keyboard input to move cursor to start of line -- e.g. HOME
STB_TEXTEDIT_K_LINEEND = 0x200005 -- keyboard input to move cursor to end of line -- e.g. END
STB_TEXTEDIT_K_TEXTSTART = 0x200006 -- keyboard input to move cursor to start of text -- e.g. ctrl-HOME
STB_TEXTEDIT_K_TEXTEND = 0x200007 -- keyboard input to move cursor to end of text -- e.g. ctrl-END
STB_TEXTEDIT_K_DELETE = 0x200008 -- keyboard input to delete selection or character under cursor
STB_TEXTEDIT_K_BACKSPACE = 0x200009 -- keyboard input to delete selection or character left of cursor
STB_TEXTEDIT_K_UNDO = 0x20000A -- keyboard input to perform undo
STB_TEXTEDIT_K_REDO = 0x20000B -- keyboard input to perform redo
STB_TEXTEDIT_K_WORDLEFT = 0x20000C -- keyboard input to move cursor left one word
STB_TEXTEDIT_K_WORDRIGHT = 0x20000D -- keyboard input to move cursor right one word
STB_TEXTEDIT_K_WORDLEFT = 0x20000C -- keyboard input to move cursor left one word -- e.g. ctrl-LEFT
STB_TEXTEDIT_K_WORDRIGHT = 0x20000D -- keyboard input to move cursor right one word -- e.g. ctrl-RIGHT
STB_TEXTEDIT_K_PGUP = 0x20000E -- keyboard input to move cursor up a page
STB_TEXTEDIT_K_PGDOWN = 0x20000F -- keyboard input to move cursor down a page
STB_TEXTEDIT_K_SHIFT = 0x400000
STB_TEXTEDIT_K_SHIFT = 0x400000 -- a power of two that is or'd in to a keyboard input to represent the shift key
IMSTB_TEXTEDIT_UNDOSTATECOUNT = 99
local IMSTB_TEXTEDIT_UNDOCHARCOUNT = 999
IMSTB_TEXTEDIT_UNDOSTATECOUNT = 99 -- the number of undo states to allow
local IMSTB_TEXTEDIT_UNDOCHARCOUNT = 999 -- the number of characters to store in the undo buffer
local IMSTB_TEXTEDIT_memmove = ImStb.TEXTEDIT_memmove
-- forward declarations
local stb_text_undo
local stb_text_redo
----------------------------------------------------------------
----------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
---
--- STB_TexteditState
---
@@ -72,6 +292,7 @@ local stb_text_redo
--- @nodiscard
local function StbUndoRecord()
return {
-- private data
where = 1,
insert_length = 0,
delete_length = 0,
@@ -101,6 +322,7 @@ local function StbUndoState()
end
return {
-- private data
undo_rec = undo_rec,
undo_char = undo_char,
@@ -131,16 +353,34 @@ end
--- @nodiscard
function STB_TexteditState()
return {
cursor = 0,
---------------------
--
-- public data
--
select_start = 0,
cursor = 0,
-- position of the text cursor within the string
select_start = 0, -- selection start point
select_end = 0,
-- selection start and end point in characters; if equal, no selection.
-- note that start may be less than or greater than end (e.g. when
-- dragging the mouse, start is where the initial click was, and you
-- can drag in either direction)
insert_mode = false,
-- each textfield keeps its own insert mode state. to keep an app-wide
-- insert mode, copy this value in/out of the app state
row_count_per_page = 0,
-- page size in number of row.
-- this value MUST be set to >0 for pageup or pagedown in multilines documents.
cursor_at_end_of_line = false,
---------------------
--
-- private data
--
cursor_at_end_of_line = false, -- not implemented yet
initialized = false,
has_preferred_x = false,
single_line = false,
@@ -148,7 +388,7 @@ function STB_TexteditState()
padding2 = 0,
padding3 = 0,
preferred_x = 0.0,
preferred_x = 0.0, -- this determines where the cursor up/down tries to seek to along x
undostate = StbUndoState()
}
@@ -159,12 +399,20 @@ local function STB_TEXT_HAS_SELECTION(s)
return s.select_start ~= s.select_end
end
-------------------------------------------------------------------------------
---
--- StbTexteditRow
---
--- Result of layout query, used by stb_textedit to determine where
--- the text in each row is.
-- result of layout query
--- @class StbTexteditRow
--- @field x0 float # starting x location
--- @field x0 float # starting x location, end x location (allows for align=right, etc)
--- @field x1 float # end x location
--- @field baseline_y_delta float # position of baseline relative to previous row's baseline
--- @field ymin float # height of row above baseline
--- @field ymax float # height of row below baseline
--- @field ymin float # height of row above and below baseline
--- @field ymax float # height of row above and below baseline
--- @field num_chars int
--- @return StbTexteditRow
@@ -196,10 +444,15 @@ end
----------------------------------------
----------------------------------------
---
--- Implementation
--- Implementation mode
---
---
-------------------------------------------------------------------------------
---
--- Mouse input handling
---
local stb_text_locate_coord do
-- only create once, reuse later
@@ -351,6 +604,7 @@ end
---
---
-- forward declarations
local stb_text_makeundo_insert
local stb_text_makeundo_delete
local stb_text_makeundo_replace
@@ -399,8 +653,8 @@ function stb_textedit_find_charpos(find, str, n, single_line)
local z = STB_TEXTEDIT_STRINGLEN(str)
local first
-- special case if it's at the end (may not be needed?)
if n == z + 1 and single_line then
-- special case if it's at the end (may not be needed?)
STB_TEXTEDIT_LAYOUTROW(r, str, 1)
find.y = 0
find.first_char = 1
@@ -420,18 +674,18 @@ function stb_textedit_find_charpos(find, str, n, single_line)
if n < i + r.num_chars - 1 then
break
end
if str.LastMoveDirectionLR == ImGuiDir.Right and str.Stb.cursor > 1 and str.Stb.cursor == i + r.num_chars and STB_TEXTEDIT_GETCHAR(str, i + r.num_chars - 1) ~= STB_TEXTEDIT_NEWLINE then -- [IMGUI] Wrapping point handling
if str.LastMoveDirectionLR == ImGuiDir.Right and str.Stb.cursor > 1 and str.Stb.cursor == i + r.num_chars and STB_TEXTEDIT_GETCHAR(str, i + r.num_chars - 1) ~= STB_TEXTEDIT_NEWLINE then -- [DEAR IMGUI] Wrapping point handling
break
end
if (i - 1) + r.num_chars == z and z > 0 and STB_TEXTEDIT_GETCHAR(str, z) ~= STB_TEXTEDIT_NEWLINE then -- [IMGUI] special handling for last line
break
if (i - 1) + r.num_chars == z and z > 0 and STB_TEXTEDIT_GETCHAR(str, z) ~= STB_TEXTEDIT_NEWLINE then -- [DEAR IMGUI] special handling for last line
break -- [DEAR IMGUI]
end
prev_start = i
i = i + r.num_chars
find.y = find.y + r.baseline_y_delta
if i == z + 1 then -- [IMGUI]
r.num_chars = 0
break
if i == z + 1 then -- [DEAR IMGUI]
r.num_chars = 0 -- [DEAR IMGUI]
break -- [DEAR IMGUI]
end
end
@@ -479,7 +733,7 @@ local function stb_textedit_delete(str, state, where, len)
state.has_preferred_x = false
end
-- delete the selection
-- delete the section
--- @param str IMSTB_TEXTEDIT_STRING
--- @param state STB_TexteditState
local function stb_textedit_delete_selection(str, state)
@@ -498,7 +752,7 @@ local function stb_textedit_delete_selection(str, state)
end
end
-- canonicalize the selection so start <= end
-- canoncialize the selection so start <= end
--- @param state STB_TexteditState
local function stb_textedit_sortselection(state)
if state.select_end < state.select_start then
@@ -579,7 +833,7 @@ local function stb_textedit_paste_internal(str, state, text, len)
end
-- API key: process text input
-- [IMGUI] Added stb_textedit_text(), extracted out and called by stb_textedit_key() for backward compatibility.
-- [DEAR IMGUI] Added stb_textedit_text(), extracted out and called by stb_textedit_key() for backward compatibility.
--- @param str IMSTB_TEXTEDIT_STRING
--- @param state STB_TexteditState
--- @param text IMSTB_TEXTEDIT_CHARTYPE[]
@@ -732,7 +986,7 @@ function stb_textedit_key(str, state, key)
break
end
-- [IMGUI]
-- [DEAR IMGUI]
-- going down while being on the last line shouldn't bring us to that line end
--if STB_TEXTEDIT_GETCHAR(str, find.first_char + find.length - 1) ~= STB_TEXTEDIT_NEWLINE then
-- break
@@ -929,8 +1183,8 @@ end
-----------------------------------------------------
---
--- Undo processing
--- OPTIMIZE: the undo/redo buffer should be circular
---
--- @OPTIMIZE: the undo/redo buffer should be circular
--- @param state StbUndoState
local function stb_textedit_flush_redo(state)
@@ -950,7 +1204,7 @@ local function stb_textedit_discard_undo(state)
IMSTB_TEXTEDIT_memmove(state.undo_char, 1, state.undo_char, n + 1, state.undo_char_point - 1)
for i = 1, state.undo_point do
if state.undo_rec[i].char_storage >= 0 then
state.undo_rec[i].char_storage = state.undo_rec[i].char_storage - n -- OPTIMIZE: get rid of char_storage and infer it
state.undo_rec[i].char_storage = state.undo_rec[i].char_storage - n -- @OPTIMIZE: get rid of char_storage and infer it
end
end
end
@@ -983,7 +1237,7 @@ local function stb_textedit_discard_redo(state)
end
-- now move all the redo records towards the end of the buffer; the first one is at 'redo_point'
-- [IMGUI]
-- [DEAR IMGUI]
local move_size = IMSTB_TEXTEDIT_UNDOSTATECOUNT - state.redo_point - 1
IMSTB_TEXTEDIT_memmove(state.undo_rec, state.redo_point + 1, state.undo_rec, state.redo_point, move_size)
@@ -1129,6 +1383,9 @@ function stb_text_redo(str, state)
local u = s.undo_rec[s.undo_point]
local r = s.undo_rec[s.redo_point]
-- we KNOW there must be room for the undo record, because the redo record
-- was derived from an undo record
u.delete_length = r.insert_length
u.insert_length = r.delete_length
u.where = r.where
@@ -1137,6 +1394,7 @@ function stb_text_redo(str, state)
if r.delete_length > 0 then
-- the redo record requires us to delete characters, so the undo record
-- needs to store the characters
if s.undo_char_point + u.insert_length > s.redo_char_point then
u.insert_length = 0
u.delete_length = 0
@@ -1144,6 +1402,7 @@ function stb_text_redo(str, state)
u.char_storage = s.undo_char_point
s.undo_char_point = s.undo_char_point + u.insert_length
-- now save the characters
for i = 0, u.insert_length - 1 do
s.undo_char[u.char_storage + i] = STB_TEXTEDIT_GETCHAR(str, u.where + i)
end
@@ -1153,6 +1412,7 @@ function stb_text_redo(str, state)
end
if r.insert_length ~= 0 then
-- easy case: need to insert n characters
r.insert_length = STB_TEXTEDIT_INSERTCHARS(str, r.where, s.undo_char, r.char_storage, r.insert_length)
s.redo_char_point = s.redo_char_point + r.insert_length
end
@@ -1199,6 +1459,7 @@ function stb_text_makeundo_replace(str, state, where, old_length, new_length)
end
end
-- reset the state to default
--- @param state STB_TexteditState
--- @param is_single_line bool
local function stb_textedit_clear_state(state, is_single_line)
@@ -1222,7 +1483,7 @@ return {
click = stb_textedit_click,
drag = stb_textedit_drag,
createundo = stb_text_createundo,
initialize_state = stb_textedit_clear_state,
initialize_state = stb_textedit_clear_state, -- API initialize
text = stb_textedit_text,
key = stb_textedit_key,
@@ -1236,3 +1497,43 @@ return {
HAS_SELECTION = STB_TEXT_HAS_SELECTION
}
-------------------------------------------------------------------------------
-- This software is available under 2 licenses -- choose whichever you prefer.
-------------------------------------------------------------------------------
-- ALTERNATIVE A - MIT License
-- Copyright (c) 2017 Sean Barrett
-- Permission is hereby granted, free of charge, to any person obtaining a copy of
-- this software and associated documentation files (the "Software"), to deal in
-- the Software without restriction, including without limitation the rights to
-- use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
-- of the Software, and to permit persons to whom the Software is furnished to do
-- so, subject to the following conditions:
-- The above copyright notice and this permission notice shall be included in all
-- copies or substantial portions of the Software.
-- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
-- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
-- SOFTWARE.
-------------------------------------------------------------------------------
-- ALTERNATIVE B - Public Domain (www.unlicense.org)
-- This is free and unencumbered software released into the public domain.
-- Anyone is free to copy, modify, publish, use, compile, sell, or distribute this
-- software, either in source code form or as a compiled binary, for any purpose,
-- commercial or non-commercial, and by any means.
-- In jurisdictions that recognize copyright laws, the author or authors of this
-- software dedicate any and all copyright interest in the software to the public
-- domain. We make this dedication for the benefit of the public at large and to
-- the detriment of our heirs and successors. We intend this dedication to be an
-- overt act of relinquishment in perpetuity of all present and future rights to
-- this software under copyright law.
-- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-- AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
-- ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
-- WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
-------------------------------------------------------------------------------
+374 -54
View File
@@ -1,6 +1,164 @@
--- Dear ImGui
-- This is a Lua port of original `imstb_truetype.h`
-- [DEAR IMGUI]
-- This is a slightly modified version of stb_truetype.h 1.26.
-- Mostly fixing for compiler and static analyzer warnings.
-- Grep for [DEAR IMGUI] to find the changes.
-- stb_truetype.h - v1.26 - public domain
-- authored from 2009-2021 by Sean Barrett / RAD Game Tools
--
-- =======================================================================
--
-- NO SECURITY GUARANTEE -- DO NOT USE THIS ON UNTRUSTED FONT FILES
--
-- This library does no range checking of the offsets found in the file,
-- meaning an attacker can use it to read arbitrary memory.
--
-- =======================================================================
--
-- This library processes TrueType files:
-- parse files
-- extract glyph metrics
-- extract glyph shapes
-- render glyphs to one-channel bitmaps with antialiasing (box filter)
--
-- Todo:
-- non-MS cmaps
-- crashproof on bad data
-- hinting? (no longer patented)
-- cleartype-style AA?
-- optimize: build edge-list directly from curves
-- optimize: rasterize directly from curves?
--
-- ADDITIONAL CONTRIBUTORS
--
-- Mikko Mononen: compound shape support, more cmap formats
-- Tor Andersson: kerning, subpixel rendering
-- Dougall Johnson: OpenType / Type 2 font handling
-- Daniel Ribeiro Maciel: basic GPOS-based kerning
--
-- Misc other:
-- Ryan Gordon
-- Simon Glass
-- github:IntellectualKitty
-- Imanol Celaya
-- Daniel Ribeiro Maciel
--
-- Bug/warning reports/fixes:
-- "Zer" on mollyrocket Fabian "ryg" Giesen github:NiLuJe
-- Cass Everitt Martins Mozeiko github:aloucks
-- stoiko (Haemimont Games) Cap Petschulat github:oyvindjam
-- Brian Hook Omar Cornut github:vassvik
-- Walter van Niftrik Ryan Griege
-- David Gow Peter LaValle
-- David Given Sergey Popov
-- Ivan-Assen Ivanov Giumo X. Clanjor
-- Anthony Pesch Higor Euripedes
-- Johan Duparc Thomas Fields
-- Hou Qiming Derek Vinyard
-- Rob Loach Cort Stratton
-- Kenney Phillis Jr. Brian Costabile
-- Ken Voskuil (kaesve)
--
-- USAGE
--
-- "Load" a font file from a memory buffer (you have to keep the buffer loaded)
-- stbtt_InitFont()
-- stbtt_GetFontOffsetForIndex() -- indexing for TTC font collections
--
-- Character advance/positioning
-- stbtt_GetFontVMetrics()
--
-- Starting with version 1.06, the rasterizer was replaced with a new,
-- faster and generally-more-precise rasterizer. The new rasterizer more
-- accurately measures pixel coverage for anti-aliasing, except in the case
-- where multiple shapes overlap, in which case it overestimates the AA pixel
-- coverage. Thus, anti-aliasing of intersecting shapes may look wrong.
-- (This port only implements the new rasterizer.)
--
-- ADDITIONAL DOCUMENTATION
--
-- Some important concepts to understand to use this library:
--
-- Codepoint
-- Characters are defined by unicode codepoints, e.g. 65 is
-- uppercase A, 231 is lowercase c with a cedilla, 0x7e30 is
-- the hiragana for "ma".
--
-- Glyph
-- A visual character shape (every codepoint is rendered as
-- some glyph)
--
-- Glyph index
-- A font-specific integer ID representing a glyph
--
-- Baseline
-- Glyph shapes are defined relative to a baseline, which is the
-- bottom of uppercase characters. Characters extend both above
-- and below the baseline.
--
-- Current Point
-- As you draw text to the screen, you keep track of a "current point"
-- which is the origin of each character. The current point's vertical
-- position is the baseline. Even "baked fonts" use this model.
--
-- Vertical Font Metrics
-- The vertical qualities of the font, used to vertically position
-- and space the characters. See docs for stbtt_GetFontVMetrics.
--
-- Font Size in Pixels or Points
-- The preferred interface for specifying font sizes in stb_truetype
-- is to specify how tall the font's vertical extent should be in pixels.
--
-- DETAILED USAGE:
--
-- Scale:
-- Select how high you want the font to be, in pixels.
-- Call ScaleForPixelHeight to compute a scale factor SF that will be
-- used by all other functions.
--
-- Current point:
-- Set the current point where the first character will appear. The
-- first character could extend left of the current point; this is font
-- dependent. You can either choose a current point that is the leftmost
-- point and hope, or add some padding, or check the bounding box or
-- left-side-bearing of the first character to be displayed and set
-- the current point based on that.
--
-- Displaying a character:
-- Compute the bounding box of the character. It will contain signed values
-- relative to <current_point, baseline>. I.e. if it returns x0,y0,x1,y1,
-- then the character should be displayed in the rectangle from
-- <current_point+SF*x0, baseline+SF*y0> to <current_point+SF*x1,baseline+SF*y1).
--
-- Advancing for the next character:
-- Call GlyphHMetrics, and compute 'current_point += SF * advance'.
--
--
-- ADVANCED USAGE
--
-- Quality:
--
-- - Use the functions with Subpixel at the end to allow your characters
-- to have subpixel positioning. Since the font is anti-aliased, not
-- hinted, this is very import for quality. (This is not possible with
-- baked fonts.)
--
-- Performance:
--
-- - Convert Unicode codepoints to glyph indexes and operate on the glyphs;
-- if you don't do this, stb_truetype is forced to do the conversion on
-- every call.
--
-- NOTES
--
-- The system uses the raw data found in the .ttf file without changing it
-- and without building auxiliary data structures. This is a bit inefficient
-- on little-endian systems (the data is big-endian), but assuming you're
-- caching the bitmaps or glyph shapes this shouldn't be a big deal.
--- STBTT_RASTERIZER_VERSION == 2
local stbtt_fontinfo
@@ -21,7 +179,7 @@ local stbtt_FindGlyphIndex
local STBTT_MAX_OVERSAMPLE = 8
--- @enum STBTT_PLATFORM_ID
local STBTT_PLATFORM_ID = {
local STBTT_PLATFORM_ID = { -- platformID
UNICODE = 0,
MAC = 1,
ISO = 2,
@@ -29,7 +187,7 @@ local STBTT_PLATFORM_ID = {
}
--- @enum STBTT_MS_EID
local STBTT_MS_EID = {
local STBTT_MS_EID = { -- encodingID for STBTT_PLATFORM_ID_MICROSOFT
SYMBOL = 0,
UNICODE_BMP = 1,
SHIFTJIS = 2,
@@ -75,6 +233,7 @@ local stbtt_int8 = ImS8
local stbtt_uint8 = ImU8
local unsigned_char = stbtt_uint8
-- private structure
--- @class stbtt__buf
--- @field data? table # 1-based byte table
--- @field offset int # Every access to `data` will be offset by this
@@ -93,6 +252,8 @@ local function stbtt__buf(initial_offset)
}
end
-- The following structure is defined publicly so you can declare one on
-- the stack or as a global or etc, but you should treat it as opaque.
--- @class stbtt_fontinfo
--- @field userdata any
--- @field data table # pointer to .ttf file
@@ -283,6 +444,7 @@ local function stbtt__new_active(e, off_x, start_point)
return z
end
-- @TODO: don't expose this structure
--- @class stbtt__bitmap
--- @field w int
--- @field h int
@@ -496,7 +658,7 @@ end
-------------------------------------
-------------------------------------
---
--- Accessors to parse data from file
--- accessors to parse data from file
---
---
@@ -535,14 +697,16 @@ local function stbtt_tag4(p, c0, c1, c2, c3, offset) offset = offset or 0; retur
local function stbtt_tag(p, str, offset) local c0, c1, c2, c3 = string.byte(str, 1, 4); return stbtt_tag4(p, c0, c1, c2, c3, offset) end
local function stbtt__isfont(font)
if stbtt_tag4(font, 49, 0, 0, 0) then return true end
if stbtt_tag(font, "typ1") then return true end
if stbtt_tag(font, "OTTO") then return true end
if stbtt_tag4(font, 0, 1, 0, 0) then return true end
if stbtt_tag(font, "true") then return true end
-- check the version number
if stbtt_tag4(font, 49, 0, 0, 0) then return true end -- TrueType 1
if stbtt_tag(font, "typ1") then return true end -- TrueType with type 1 font -- we don't support this!
if stbtt_tag(font, "OTTO") then return true end -- OpenType with CFF
if stbtt_tag4(font, 0, 1, 0, 0) then return true end -- OpenType 1.0
if stbtt_tag(font, "true") then return true end -- Apple specification for TrueType fonts
return false
end
-- @OPTIMIZE: binary search
local function stbtt__find_table(data, font_start, tag)
local num_tables = ttUSHORT(data, font_start + 4)
local tabledir = font_start + 12
@@ -556,11 +720,14 @@ local function stbtt__find_table(data, font_start, tag)
end
local function stbtt_GetFontOffsetForIndex_internal(font_collection, index)
-- if it's just a font, there's only one valid index
if stbtt__isfont(font_collection) then
if index == 0 then return 0 else return -1 end
end
-- check if it's a TTC
if stbtt_tag(font_collection, "ttcf") then
-- version 1?
if ttULONG(font_collection, 4) == 0x00010000 or ttULONG(font_collection, 4) == 0x00020000 then
local n = ttLONG(font_collection, 8)
if index >= n then
@@ -598,23 +765,25 @@ local function stbtt_InitFont_internal(info, data, fontstart)
info.fontstart = fontstart
info.cff = stbtt__new_buf(nil, 0)
cmap = stbtt__find_table(data, fontstart, "cmap")
info.loca = stbtt__find_table(data, fontstart, "loca")
info.head = stbtt__find_table(data, fontstart, "head")
info.glyf = stbtt__find_table(data, fontstart, "glyf")
info.hhea = stbtt__find_table(data, fontstart, "hhea")
info.hmtx = stbtt__find_table(data, fontstart, "hmtx")
info.kern = stbtt__find_table(data, fontstart, "kern")
info.gpos = stbtt__find_table(data, fontstart, "GPOS")
cmap = stbtt__find_table(data, fontstart, "cmap") -- required
info.loca = stbtt__find_table(data, fontstart, "loca") -- required
info.head = stbtt__find_table(data, fontstart, "head") -- required
info.glyf = stbtt__find_table(data, fontstart, "glyf") -- required
info.hhea = stbtt__find_table(data, fontstart, "hhea") -- required
info.hmtx = stbtt__find_table(data, fontstart, "hmtx") -- required
info.kern = stbtt__find_table(data, fontstart, "kern") -- not required
info.gpos = stbtt__find_table(data, fontstart, "GPOS") -- not required
if (cmap == 0 or info.head == 0 or info.hhea == 0 or info.hmtx == 0) then
return false
end
if info.glyf ~= 0 then
-- required for truetype
if info.loca == 0 then
return false
end
else
-- initialization for CFF / Type2 fonts (OTF)
local cff = stbtt__find_table(data, fontstart, "CFF ")
if cff == 0 then
return false
@@ -623,14 +792,16 @@ local function stbtt_InitFont_internal(info, data, fontstart)
info.fontdicts = stbtt__new_buf(nil, 0)
info.fdselect = stbtt__new_buf(nil, 0)
info.cff = stbtt__new_buf(data, 64 * 1024 * 1024, cff) -- TODO: this should use size from table
-- @TODO this should use size from table (not 512MB)
info.cff = stbtt__new_buf(data, 64 * 1024 * 1024, cff) -- PORT: 64MB here instead of 512MB
local b = info.cff
-- read the header
stbtt__buf_skip(b, 2)
stbtt__buf_seek(b, stbtt__buf_get8(b))
stbtt__buf_seek(b, stbtt__buf_get8(b)) -- hdrsize
-- TODO: the name INDEX could list multiple fonts, but we just use the first one.
-- @TODO the name INDEX could list multiple fonts,
-- but we just use the first one.
stbtt__cff_get_index(b) -- name INDEX
local topdictidx = stbtt__cff_get_index(b)
local topdict = stbtt__cff_index_get(topdictidx, 0)
@@ -643,6 +814,7 @@ local function stbtt_InitFont_internal(info, data, fontstart)
local fdselectoff = stbtt__dict_get_ints(topdict, bit32.bor(0x100, 37), 1)
info.subrs = stbtt__get_subrs(b, topdict)
-- we only support Type 2 charstrings
if cstype[1] ~= 2 then
return false
end
@@ -651,6 +823,7 @@ local function stbtt_InitFont_internal(info, data, fontstart)
end
if fdarrayoff[1] ~= 0 then
-- looks like a CID font
if fdselectoff[1] == 0 then
return false
end
@@ -673,19 +846,26 @@ local function stbtt_InitFont_internal(info, data, fontstart)
info.svg = -1
-- find a cmap encoding table we understand *now* to avoid searching
-- later. (todo: could make this installable)
-- the same regardless of glyph.
numTables = ttUSHORT(data, cmap + 2)
info.index_map = 0
for i = 0, numTables - 1 do
local encoding_record = cmap + 4 + 8 * i
-- find an encoding we understand:
local platform_id = ttUSHORT(data, encoding_record)
if platform_id == STBTT_PLATFORM_ID.MICROSOFT then
local ms_eid = ttUSHORT(data, encoding_record + 2)
if ms_eid == STBTT_MS_EID.UNICODE_BMP or ms_eid == STBTT_MS_EID.UNICODE_FULL then
-- MS/Unicode
info.index_map = cmap + ttULONG(data, encoding_record + 4)
end
elseif platform_id == STBTT_PLATFORM_ID.UNICODE then
-- Mac/iOS has these
-- all the encodingIDs are unicode, so we don't bother to check it
info.index_map = cmap + ttULONG(data, encoding_record + 4)
end
end
@@ -697,6 +877,11 @@ local function stbtt_InitFont_internal(info, data, fontstart)
return true
end
-- If you're going to perform multiple operations on the same character
-- and you want a speed-up, call this function with the character you're
-- going to process, then use glyph-based functions instead of the
-- codepoint-based functions.
-- Returns 0 if the character codepoint is not defined in the font.
--- @param info stbtt_fontinfo
--- @param unicode_codepoint int
function stbtt_FindGlyphIndex(info, unicode_codepoint)
@@ -704,7 +889,7 @@ function stbtt_FindGlyphIndex(info, unicode_codepoint)
local index_map = info.index_map
local format = ttUSHORT(data, index_map + 0)
if format == 0 then
if format == 0 then -- apple byte encoding
local bytes = ttUSHORT(data, index_map + 2)
if unicode_codepoint < bytes - 6 then
return ttBYTE(data, index_map + 6 + unicode_codepoint)
@@ -718,14 +903,15 @@ function stbtt_FindGlyphIndex(info, unicode_codepoint)
end
return 0
elseif format == 2 then
STBTT_assert(false) -- TODO: high-byte mapping for japanese/chinese/korean
STBTT_assert(false) -- @TODO: high-byte mapping for japanese/chinese/korean
return 0
elseif format == 4 then
elseif format == 4 then -- standard mapping for windows fonts: binary search collection of ranges
local segcount = bit32.rshift(ttUSHORT(data, index_map + 6), 1)
local searchRange = bit32.rshift(ttUSHORT(data, index_map + 8), 1)
local entrySelector = ttUSHORT(data, index_map + 10)
local rangeShift = bit32.rshift(ttUSHORT(data, index_map + 12), 1)
-- do a binary search of the segments
local endCount = index_map + 14
local search = endCount
@@ -733,10 +919,13 @@ function stbtt_FindGlyphIndex(info, unicode_codepoint)
return 0
end
-- they lie from endCount .. endCount + segCount
-- but searchRange is the nearest power of two, so...
if unicode_codepoint >= ttUSHORT(data, search + rangeShift * 2) then
search = search + rangeShift * 2
end
-- now decrement to bias correctly to find smallest
search = search - 2
while entrySelector ~= 0 do
searchRange = bit32.rshift(searchRange, 1)
@@ -768,8 +957,9 @@ function stbtt_FindGlyphIndex(info, unicode_codepoint)
local ngroups = ttULONG(data, index_map + 12)
local low = 0
local high = ngroups
-- Binary search the right group.
while low < high do
local mid = low + bit32.rshift(high - low, 1)
local mid = low + bit32.rshift(high - low, 1) -- rounds down, so low <= mid < high
local start_char = ttULONG(data, index_map + 16 + mid * 12)
local end_char = ttULONG(data, index_map + 16 + mid * 12 + 4)
if unicode_codepoint < start_char then
@@ -785,10 +975,10 @@ function stbtt_FindGlyphIndex(info, unicode_codepoint)
end
end
end
return 0
return 0 -- not found
end
-- TODO:
-- @TODO
STBTT_assert(false)
return 0
end
@@ -810,8 +1000,8 @@ end
local function stbtt__GetGlyfOffset(info, glyph_index)
STBTT_assert(info.cff.size == 0)
if glyph_index >= info.numGlyphs then return -1 end
if info.indexToLocFormat >= 2 then return -1 end
if glyph_index >= info.numGlyphs then return -1 end -- glyph index out of range
if info.indexToLocFormat >= 2 then return -1 end -- unknown index->glyph map format
local g1, g2
if info.indexToLocFormat == 0 then
@@ -822,9 +1012,10 @@ local function stbtt__GetGlyfOffset(info, glyph_index)
g2 = info.glyf + ttULONG(info.data, info.loca + glyph_index * 4 + 4)
end
if g1 == g2 then return -1 else return g1 end
if g1 == g2 then return -1 else return g1 end -- if length is 0, return -1
end
-- Gets the bounding box of the visible part of the glyph, in unscaled coordinates
--- @return integer, integer?, integer?, integer?, integer?
local function stbtt_GetGlyphBox(info, glyph_index)
local n, x0, y0, x1, y1
@@ -896,7 +1087,7 @@ local function stbtt__GetGlyphShapeTT(info, glyph_index)
local points = (endPtsOfContours + numberOfContours * 2 + 2 + ins) + 1 -- 1-based idx
local n = 1 + ttUSHORT(data, endPtsOfContours + numberOfContours * 2 - 2)
local m = n + 2 * numberOfContours
local m = n + 2 * numberOfContours -- a loose bound on how many vertices we might need
vertices = {}
for i = 1, m do vertices[i] = stbtt_vertex() end
@@ -907,7 +1098,11 @@ local function stbtt__GetGlyphShapeTT(info, glyph_index)
local next_move = 0
local flagcount = 0
local off = m - n
-- in first pass, we load uninterpreted data into the allocated array
-- above, shifted to the end of the array so we won't overwrite it when
-- we create our final data starting from the front
local off = m - n -- starting offset for uninterpreted data, regardless of how m ends up being calculated
-- first load flags
local flags = 0
@@ -934,7 +1129,7 @@ local function stbtt__GetGlyphShapeTT(info, glyph_index)
if bit32.band(flags, 2) ~= 0 then
local dx = data[points]
points = points + 1
if bit32.band(flags, 16) ~= 0 then
if bit32.band(flags, 16) ~= 0 then -- ???
x = x + dx
else
x = x - dx
@@ -956,7 +1151,7 @@ local function stbtt__GetGlyphShapeTT(info, glyph_index)
if bit32.band(flags, 4) ~= 0 then
local dy = data[points]
points = points + 1
if bit32.band(flags, 32) ~= 0 then
if bit32.band(flags, 32) ~= 0 then -- ???
y = y + dy
else
y = y - dy
@@ -987,15 +1182,19 @@ local function stbtt__GetGlyphShapeTT(info, glyph_index)
-- now start the new one
start_off = (bit32.band(flags, 1) == 0)
if start_off then
-- if we start off with an off-curve point, then when we need to find a point on the curve
-- where we can start, and we need to save some state for when we wraparound.
scx = x
scy = y
if bit32.band(vertices[off + i + 1].type, 1) == 0 then
-- next point is also a curve point, so interpolate an on-point curve
sx = bit32.rshift(x + stbtt_int32(vertices[off + i + 1].x), 1)
sy = bit32.rshift(y + stbtt_int32(vertices[off + i + 1].y), 1)
else
-- otherwise just use the next point as our start point
sx = stbtt_int32(vertices[off + i + 1].x)
sy = stbtt_int32(vertices[off + i + 1].y)
i = i + 1
i = i + 1 -- we're using point i+1 as the starting point, so skip it
end
else
sx = x
@@ -1007,8 +1206,8 @@ local function stbtt__GetGlyphShapeTT(info, glyph_index)
next_move = 1 + ttUSHORT(data, endPtsOfContours + j * 2)
j = j + 1
else
if bit32.band(flags, 1) == 0 then
if was_off then
if bit32.band(flags, 1) == 0 then -- if it's a curve
if was_off then -- two off-curve control points in a row means interpolate an on-curve midpoint
stbtt_setvertex(vertices[num_vertices + 1], STBTT_VTX.CURVE, bit32.rshift(cx + x, 1), bit32.rshift(cy + y, 1), cx, cy)
num_vertices = num_vertices + 1
end
@@ -1032,6 +1231,7 @@ local function stbtt__GetGlyphShapeTT(info, glyph_index)
num_vertices = stbtt__close_shape(vertices, num_vertices, was_off, start_off, sx, sy, scx, scy, cx, cy)
elseif numberOfContours < 0 then
-- Compound shapes.
local more = 1
local comp = g + 10
num_vertices = 0
@@ -1047,8 +1247,8 @@ local function stbtt__GetGlyphShapeTT(info, glyph_index)
flags = ttSHORT(data, comp) comp = comp + 2
gidx = ttSHORT(data, comp) comp = comp + 2
if bit32.band(flags, 2) ~= 0 then
if bit32.band(flags, 1) ~= 0 then
if bit32.band(flags, 2) ~= 0 then -- XY values
if bit32.band(flags, 1) ~= 0 then -- shorts
mtx[5] = ttSHORT(data, comp) comp = comp + 2
mtx[6] = ttSHORT(data, comp) comp = comp + 2
else
@@ -1056,7 +1256,7 @@ local function stbtt__GetGlyphShapeTT(info, glyph_index)
mtx[6] = ttCHAR(data, comp) comp = comp + 1
end
else
-- TODO: handle matching point
-- @TODO handle matching point
STBTT_assert(false)
end
@@ -1083,11 +1283,14 @@ local function stbtt__GetGlyphShapeTT(info, glyph_index)
mtx[4] = ttSHORT(data, comp) / 16384.0 comp = comp + 2
end
-- Find transformation scales.
m = STBTT_sqrt(mtx[1] * mtx[1] + mtx[2] * mtx[2])
n = STBTT_sqrt(mtx[3] * mtx[3] + mtx[4] * mtx[4])
-- Get indexed glyph.
comp_num_vertices, comp_verts = stbtt_GetGlyphShape(info, gidx)
if comp_num_vertices > 0 then
-- Transform vertices.
for i = 1, comp_num_vertices do
local v = comp_verts[i]
local x = v.x
@@ -1100,6 +1303,7 @@ local function stbtt__GetGlyphShapeTT(info, glyph_index)
v.cy = stbtt_int16(n * (mtx[2] * x + mtx[4] * y + mtx[6]))
end
-- Append vertices.
if num_vertices == 0 then -- LUA: No malloc
vertices = comp_verts
else
@@ -1111,6 +1315,7 @@ local function stbtt__GetGlyphShapeTT(info, glyph_index)
num_vertices = num_vertices + comp_num_vertices
end
-- More components ?
more = bit32.band(flags, bit32.lshift(1, 5))
end
end
@@ -1266,7 +1471,7 @@ local function stbtt__run_charstring(info, glyph_index, c)
clear_stack = 1
b0 = stbtt__buf_get8(b)
-- TODO: implement hinting
-- @TODO implement hinting
if b0 == 0x13 or b0 == 0x14 then -- hintmask or cntrmask
if in_header then
maskbits = maskbits + trunc(sp / 2) -- implicit "vstem"
@@ -1415,6 +1620,8 @@ local function stbtt__run_charstring(info, glyph_index, c)
elseif b0 == 0x0C then -- two-byte escape
local b1 = stbtt__buf_get8(b)
-- @TODO These "flex" implementations ignore the flex-depth and resolution,
-- and always draw beziers.
if b1 == 0x22 then -- hflex
if sp < 7 then return STBTT__CSERR("hflex stack") end
local dx1 = s[0]
@@ -1547,6 +1754,15 @@ function stbtt__GetGlyphInfoT2(info, glyph_index)
return ((r ~= 0) and c.num_vertices or 0), x0, y0, x1, y1
end
-- returns # of vertices and fills *vertices with the pointer to them
-- these are expressed in "unscaled" coordinates
--
-- The shape is a series of contours. Each one starts with
-- a STBTT_moveto, then consists of a series of mixed
-- STBTT_lineto and STBTT_curveto segments. A lineto
-- draws a line from previous endpoint to its x,y; a curveto
-- draws a quadratic bezier from previous endpoint to
-- its x,y, using cx,cy as the bezier control point.
--- @param info stbtt_fontinfo
--- @param glyph_index int
function stbtt_GetGlyphShape(info, glyph_index)
@@ -1557,6 +1773,9 @@ function stbtt_GetGlyphShape(info, glyph_index)
end
end
-- leftSideBearing is the offset from the current horizontal position to the left edge of the character
-- advanceWidth is the offset from the current horizontal position to the next horizontal position
-- these are expressed in unscaled coordinates
--- @param info stbtt_fontinfo
--- @param glyph_index int
function stbtt_GetGlyphHMetrics(info, glyph_index)
@@ -1574,6 +1793,12 @@ function stbtt_GetGlyphHMetrics(info, glyph_index)
return advanceWidth, leftSideBearing
end
-- ascent is the coordinate above the baseline the font extends; descent
-- is the coordinate below the baseline the font extends (i.e. it is typically negative)
-- lineGap is the spacing between one row's descent and the next row's ascent...
-- so you should advance the vertical position by "ascent - descent + lineGap"
-- these are expressed in unscaled coordinates, so you must multiply by
-- the scale factor for a given size
--- @param info stbtt_fontinfo
function stbtt_GetFontVMetrics(info)
local ascent = ttSHORT(info.data, info.hhea + 4)
@@ -1583,6 +1808,12 @@ function stbtt_GetFontVMetrics(info)
return ascent, descent, lineGap
end
-- computes a scale factor to produce a font whose "height" is 'pixels' tall.
-- Height is measured as the distance from the highest ascender to the lowest
-- descender; in other words, it's equivalent to calling stbtt_GetFontVMetrics
-- and computing:
-- scale = pixels / (ascent - descent)
-- so if you prefer to measure height by the ascent only, use a similar calculation.
--- @param info stbtt_fontinfo
--- @param height float
function stbtt_ScaleForPixelHeight(info, height)
@@ -1593,10 +1824,12 @@ end
------------------------------------
------------------------------------
---
--- Antialiasing software rasterizer
--- antialiasing software rasterizer
---
---
-- same as stbtt_GetGlyphBitmapBox, but you can specify a subpixel
-- shift for the character
--- @param font stbtt_fontinfo
--- @param glyph int
--- @param scale_x float
@@ -1624,6 +1857,11 @@ function stbtt_GetGlyphBitmapBoxSubpixel(font, glyph, scale_x, scale_y, shift_x,
return ix0, iy0, ix1, iy1
end
-- get the bbox of the bitmap centered around the glyph origin; so the
-- bitmap width is ix1-ix0, height is iy1-iy0, and location to place
-- the bitmap top left is (leftSideBearing*scale,iy0).
-- (Note that the bitmap uses y-increases-down, but the shape uses
-- y-increases-up, so GlyphBitmapBox and GlyphBox are inverted.)
--- @param font stbtt_fontinfo
--- @param glyph int
--- @param scale_x float
@@ -1646,6 +1884,8 @@ end
--- stbtt_MakeGlyphBitmap
--- stbtt_GetGlyphBitmapSubpixel
-- the edge passed in here does not cross the vertical line at x or the vertical line at x+1
-- (i.e. it has already been clipped to those)
--- @param scanline float[]
--- @param x int
--- @param e stbtt__active_edge
@@ -1687,7 +1927,7 @@ local function stbtt__handle_clipped_edge(scanline, x, e, x0, y0, x1, y1)
-- do nothing
else
STBTT_assert(x0 >= x and x0 <= x + 1 and x1 >= x and x1 <= x + 1)
scanline[x] = scanline[x] + e.direction * (y1 - y0) * (1 - ((x0 - x) + (x1 - x)) / 2)
scanline[x] = scanline[x] + e.direction * (y1 - y0) * (1 - ((x0 - x) + (x1 - x)) / 2) -- coverage = 1 - average x position
end
end
@@ -1725,6 +1965,7 @@ local function stbtt__fill_active_edges_new(scanline, scanline_fill, len, e, y_t
while e do
-- brute force every pixel
-- compute intersection points with top & bottom
STBTT_assert(e.ey >= y_top)
@@ -1768,8 +2009,8 @@ local function stbtt__fill_active_edges_new(scanline, scanline_fill, len, e, y_t
if x_top >= 0 and x_bottom >= 0 and x_top < len and x_bottom < len then
-- from here on, we don't have to range check x values
if trunc(x_top) == trunc(x_bottom) then
-- simple case, only spans one pixel
local height
-- simple case, only spans one pixel
local x = trunc(x_top)
height = (sy1 - sy0) * e.direction
STBTT_assert(x >= 0 and x < len)
@@ -1801,8 +2042,25 @@ local function stbtt__fill_active_edges_new(scanline, scanline_fill, len, e, y_t
-- compute intersection with y axis at x2
y_final = y_top + dy * (x2 - x0)
-- x1 x_top x2 x_bottom
-- y_top +------|-----+------------+------------+--------|---+------------+
-- | | | | | |
-- | | | | | |
-- sy0 | Txxxxx|............|............|............|............|
-- y_crossing | *xxxxx.......|............|............|............|
-- | | xxxxx..|............|............|............|
-- | | /- xx*xxxx........|............|............|
-- | | dy < | xxxxxx..|............|............|
-- y_final | | \- | xx*xxx.........|............|
-- sy1 | | | | xxxxxB...|............|
-- | | | | | |
-- | | | | | |
-- y_bottom +------------+------------+------------+------------+------------+
--
-- goal is to measure the area covered by '.' in each pixel
-- if x2 is right at the right edge of x1, y_crossing can blow up, github #1057
-- TODO: maybe test against sy1 rather than y_bottom?
-- @TODO: maybe test against sy1 rather than y_bottom?
if y_crossing > y_bottom then
y_crossing = y_bottom
end
@@ -1824,6 +2082,16 @@ local function stbtt__fill_active_edges_new(scanline, scanline_fill, len, e, y_t
end
end
-- in second pixel, area covered by line segment found in first pixel
-- is always a rectangle 1 wide * the height of that line segment; this
-- is exactly what the variable 'area' stores. it also gets a contribution
-- from the line segment within it. the THIRD pixel will get the first
-- pixel's rectangle contribution, the second pixel's rectangle contribution,
-- and its own contribution. the 'own contribution' is the same in every pixel except
-- the leftmost and rightmost, a trapezoid that slides down in each pixel.
-- the second pixel's contribution to the third pixel will be the
-- rectangle 1 wide times the height change in the second pixel, which is dy.
step = sign * dy * 1 -- dy is dy/dx, change in y for every 1 change in x,
-- which multiplied by 1-pixel-width is how much pixel area changes for each step in x
-- so the area advances by 'step' every time
@@ -1843,7 +2111,27 @@ local function stbtt__fill_active_edges_new(scanline, scanline_fill, len, e, y_t
scanline_fill[x2 + 1] = scanline_fill[x2 + 1] + sign * (sy1 - sy0)
end
else
-- if edge goes outside of box we're drawing, we require
-- clipping logic. since this does not match the intended use
-- of this library, we use a different, very slow brute
-- force implementation
-- note though that this does happen some of the time because
-- x_top and x_bottom can be extrapolated at the top & bottom of
-- the shape and actually lie outside the bounding box
for x = 0, len - 1 do
-- cases:
--
-- there can be up to two intersections with the pixel. any intersection
-- with left or right edges can be handled by splitting into two (or three)
-- regions. intersections with top & bottom do not necessitate case-wise logic.
--
-- the old way of doing this found the intersections with the left & right edges,
-- then used some simple logic to produce up to three segments in sorted order
-- from top-to-bottom. however, this had a problem: if an x edge was epsilon
-- across the x border, then the corresponding y position might not be distinct
-- from the other y segment, and it might ignored as an empty segment. to avoid
-- that, we need to explicitly produce segments based on x positions.
-- rename variables to clearly-defined pairs
local y0 = y_top
local x1 = x
@@ -1887,6 +2175,7 @@ local function stbtt__fill_active_edges_new(scanline, scanline_fill, len, e, y_t
end
end
-- directly AA rasterize edges w/o supersampling
--- @param result stbtt__bitmap
--- @param e stbtt__edge
--- @param n int
@@ -1914,28 +2203,33 @@ local function stbtt__rasterize_sorted_edges(result, e, n, vsubsample, off_x, of
for i = 0, result.w - 1 do scanline[i] = 0 end
for i = 0, result.w do scanline2[i] = 0 end
-- update all active edges;
-- remove all active edges that terminate before the top of this scanline
local prev = nil
local curr = active
while curr do
local next = curr.next
if curr.ey <= scan_y_top then
if prev then prev.next = next
if prev then prev.next = next -- delete from list
else active = next end
curr.direction = 0
else
prev = curr
prev = curr -- advance through list
end
curr = next
end
-- insert all edges that start before the bottom of this scanline
local edge = e[p]
while edge.y0 <= scan_y_bottom do
if edge.y0 ~= edge.y1 then
local z = stbtt__new_active(edge, off_x, scan_y_top)
if j == 0 and off_y ~= 0 and z.ey < scan_y_top then
-- this can happen due to subpixel positioning and some kind of fp rounding error i think
z.ey = scan_y_top
end
STBTT_assert(z.ey >= scan_y_top)
STBTT_assert(z.ey >= scan_y_top) -- if we get really unlucky a tiny bit of an edge can be out of bounds
-- insert at front
z.next = active
active = z
end
@@ -1943,6 +2237,7 @@ local function stbtt__rasterize_sorted_edges(result, e, n, vsubsample, off_x, of
edge = e[p]
end
-- now process all active edges
if active then
stbtt__fill_active_edges_new(scanline, scanline2, result.w, active, scan_y_top)
end
@@ -1961,10 +2256,11 @@ local function stbtt__rasterize_sorted_edges(result, e, n, vsubsample, off_x, of
end
end
-- advance all the edges
step = active
while step do
step.fx = step.fx + step.fdx
step = step.next
step.fx = step.fx + step.fdx -- advance to position for current scanline
step = step.next -- advance through list
end
y = y + 1
@@ -1999,6 +2295,7 @@ end
local function stbtt__rasterize(result, pts, wcount, windings, scale_x, scale_y, shift_x, shift_y, off_x, off_y, invert)
local y_scale_inv = (invert) and -scale_y or scale_y
local vsubsample = 1 -- STBTT_RASTERIZER_VERSION == 2
-- vsubsample should divide 255 evenly; otherwise we won't reach full opacity
-- now we have to blow out the windings into explicit edge lists
local n = 0
@@ -2066,8 +2363,7 @@ local function stbtt__add_point(points, n, x, y)
points[n + 1].y = y
end
-- tessellate until threshold p is happy...
-- TODO: warped to compensate for non-linear stretching
-- tessellate until threshold p is happy... @TODO warped to compensate for non-linear stretching
--- @param points? stbtt__point[]
--- @param num_points int
--- @param x0 float
@@ -2116,7 +2412,7 @@ end
--- @param n int
--- @return int num_points # updated num_points passed in
local function stbtt__tesselate_cubic(points, num_points, x0, y0, x1, y1, x2, y2, x3, y3, objspace_flatness_squared, n)
-- TODO: this "flatness" calculation is just made-up nonsense that seems to work well enough
-- @TODO this "flatness" calculation is just made-up nonsense that seems to work well enough
local dx0 = x1 - x0
local dy0 = y1 - y0
local dx1 = x2 - x1
@@ -2159,6 +2455,7 @@ local function stbtt__tesselate_cubic(points, num_points, x0, y0, x1, y1, x2, y2
return num_points
end
-- returns number of contours
--- @param vertices stbtt_vertex[]
--- @param num_verts int
--- @param objspace_flatness float
@@ -2235,6 +2532,7 @@ local function stbtt_FlattenCurves(vertices, num_verts, objspace_flatness)
return points, num_contours, contour_lengths
end
-- rasterize a shape with quadratic beziers into a bitmap
--- @param result stbtt__bitmap
--- @param flatness_in_pixels float
--- @param vertices stbtt_vertex[]
@@ -2258,6 +2556,11 @@ local function stbtt_Rasterize(result, flatness_in_pixels, vertices, num_verts,
end
end
-- renders the glyph into storage you pass in for the bitmap,
-- in the form of 'output', with row spacing of 'out_stride' bytes. the bitmap
-- is clipped to out_w/out_h bytes. Call stbtt_GetGlyphBitmapBox to get the
-- width and height and positioning info for it first. You can also specify
-- a subpixel shift for the character.
--- @param info stbtt_fontinfo
--- @param output unsigned_char[]
--- @param out_w int
@@ -2286,7 +2589,7 @@ end
-----------------
-----------------
---
--- Bitmap baking
--- bitmap baking
---
---
@@ -2298,7 +2601,7 @@ end
---------------------------
---------------------------
---
--- Bitmap baking / packing
--- bitmap baking / packing
---
---
@@ -2380,9 +2683,16 @@ local function stbtt__oversample_shift(oversample)
if oversample == 0 then
return 0.0
end
-- The prefilter is a box filter of width "oversample",
-- which shifts phase by (oversample - 1)/2 pixels in
-- oversampled space. We want to shift in the opposite
-- direction to counter this.
return -(oversample - 1) / (2.0 * oversample)
end
-- same as stbtt_MakeGlyphBitmapSubpixel, but prefiltering
-- is performed. Returns (sub_x, sub_y).
--- @param info stbtt_fontinfo
--- @param output unsigned_char[]
--- @param out_w int
@@ -2415,7 +2725,7 @@ end
-------------------
-------------------
---
--- SDF computation
--- sdf computation
---
---
@@ -2441,10 +2751,20 @@ end
--- stbtt__matchpair
--- stbtt__matches
-- Each .ttf/.ttc file may have more than one font. Each font has a sequential
-- index number starting from 0. Call this function to get the font offset for
-- a given index; it returns -1 if the index is out of range. A regular .ttf
-- file will only define one font and it always be at offset 0, so it will
-- return '0' for index 0, and -1 for all other indices.
--- @param data table
--- @param index int
function stbtt_GetFontOffsetForIndex(data, index) return stbtt_GetFontOffsetForIndex_internal(data, index) end
-- Given an offset into the file that defines a font, this function builds
-- the necessary cached info for the rest of the system. You must allocate
-- the stbtt_fontinfo yourself (see stbtt_fontinfo()), and stbtt_InitFont will fill it out. You don't
-- need to do anything special to free it, because the contents are pure
-- value data with no additional data structures. Returns false on failure.
--- @param info stbtt_fontinfo
--- @param data table
--- @param offset int
+31 -14
View File
@@ -3,7 +3,8 @@
-- Supports:
-- - %x, %X, %nx, %nX (where n is a number)
-- - %d, %nd (where n is a number)
-- - %d, %nd, %u, %nu (where n is a number)
-- - length modifiers h, hh, l, ll, I64 on integers: ll/I64 = 64-bit range (doubles: exact only within +-2^53)
-- - %f, %lf (very limited)
--
-- Returns items_matched instead of EOF on error
@@ -17,6 +18,9 @@ local CHAR_0, CHAR_9 = _byte'0', _byte'9'
local CHAR_a, CHAR_A = _byte'a', _byte'A'
local CHAR_d = _byte'd'
local CHAR_l = _byte'l'
local CHAR_h = _byte'h'
local CHAR_u = _byte'u'
local CHAR_I = _byte'I'
local CHAR_f, CHAR_F = _byte'f', _byte'F'
local CHAR_x, CHAR_X = _byte'x', _byte'X'
@@ -37,10 +41,15 @@ local function hex_digit_to_int(c)
end
-- we force this behavior by default
local function clamp_if_overflow(spec, val)
local function clamp_if_overflow(spec, val, is_64)
if spec == CHAR_d or spec == CHAR_x or spec == CHAR_X then
if val > INT_MAX then return INT_MAX end
if val < INT_MIN then return INT_MIN end
local max = is_64 and 9223372036854775807 or INT_MAX
local min = is_64 and -9223372036854775808 or INT_MIN
if val > max then return max end
if val < min then return min end
elseif spec == CHAR_u then
local max = is_64 and 18446744073709551615 or UINT_MAX
if val > max then return max end
end
return val
@@ -104,22 +113,27 @@ local function sscanf(buffer, buffer_begin, format, result)
width = math.huge
end
-- length modifiers
local n_l = 0
while _byte(format, f, f) == CHAR_l or _byte(format, f, f) == CHAR_h do
if _byte(format, f, f) == CHAR_l then n_l = n_l + 1 end
f = f + 1
end
if _byte(format, f, f) == CHAR_I and string.sub(format, f, f + 2) == "I64" then
n_l = 2
f = f + 3
end
local is_64 = n_l >= 2
local spec = _byte(format, f, f)
local base
local is_float = false
if spec == CHAR_x or spec == CHAR_X then
base = 16
elseif spec == CHAR_d then
elseif spec == CHAR_d or spec == CHAR_u then
base = 10
elseif spec == CHAR_f or spec == CHAR_F then
is_float = true
elseif spec == CHAR_l then
f = f + 1
if _byte(format, f, f) == CHAR_f then
is_float = true -- TODO: distinguish from float?
else
return items_matched
end
is_float = true -- TODO: distinguish %lf from %f?
else
return items_matched
end
@@ -197,11 +211,14 @@ local function sscanf(buffer, buffer_begin, format, result)
val = val * base + sign * hex_digit_to_int(c)
local old_val = val
val = clamp_if_overflow(spec, val)
val = clamp_if_overflow(spec, val, is_64)
if old_val ~= val then
break
end
end
if spec == CHAR_u and val < 0 then
val = val + (is_64 and 18446744073709551616 or 4294967296) -- unsigned wrap-around like strtoul()
end
end
result[assigned + 1] = val
+220 -12
View File
@@ -7,15 +7,34 @@
# Each source file becomes a function in __FILES; IM_INCLUDE(name) runs it once and caches the result.
# The module returns a table with every global the library defines (ImGui, ImVec2, ImGuiConfigFlags, ImGui_ImplRoblox, ...).
# Roblox target also writes ImGuiTyped.luau (types + require(script.Impl), see tools/gen_types.py).
import os, re
#
# Build-time optimizations (token rewrites with minify.py's lexer: strings/comments are never touched, every source line
# stays on its line so linemap.json still maps errors). IMGUI_BUNDLE_NOOPT=1 turns all off, IMGUI_BUNDLE_NO_<X>=1 one:
# A hot library globals (most referenced names assigned at a file's top level) become bundle-level locals declared
# before __FILES: every file's assignment/reference then hits an upvalue instead of GETGLOBAL. Fewer names for
# LuaJIT (60 upvalues per function). Library globals can't be patched from outside (use the returned table).
# B enum folding: the bundle is loaded once headless (Luau CLI) to dump enum-like tables (all values numbers, never
# written inside a function) and numeric constants assigned once at top level; reads `ImGuiCol.Text` / `FLT_MAX`
# inside function bodies become `0 --[[ImGuiCol.Text]]`. Load-time (top-level) code is left alone.
# C `--@hoist` functions in the sources (pure numeric helpers: ImMin, ImMax, ImClamp, ...) are moved to the bundle top
# as `local function`s (their source lines become blank) so Luau -O2 can inline them everywhere.
# E statement-form `IM_ASSERT(...)` becomes `assert(...)` (fast builtin); expression uses are left alone.
import os, re, sys, json, shutil, subprocess, tempfile
HERE = os.path.dirname(os.path.abspath(__file__))
ROOT = os.path.dirname(HERE)
sys.path.insert(0, HERE)
from minify import TOKEN
ROOT = os.path.dirname(os.path.dirname(os.path.abspath(__file__)))
import sys
NO_DEMO = "--no-demo" in sys.argv
LOVE = False
if "--target" in sys.argv:
i = sys.argv.index("--target"); LOVE = sys.argv[i + 1] == "love"; del sys.argv[i:i + 2]
sys.argv = [a for a in sys.argv if a != "--no-demo"]
OPT = {x: os.environ.get("IMGUI_BUNDLE_NOOPT") != "1" and os.environ.get("IMGUI_BUNDLE_NO_" + x) != "1" for x in "ABCE"}
# A limits: Luau 200 locals in the main chunk (+ helpers, __FILES, ...), 200 upvalues per function; LuaJIT 60 upvalues
# per function (margin left for nested functions that also capture file locals)
MAX_LOCALS, MAX_UPVALUES = 160, (45 if LOVE else 150)
BACKEND = "imgui_impl_love.lua" if LOVE else "imgui_impl_roblox.lua"
SKIP = {"imgui_impl_roblox.lua", "imgui_impl_roblox_fonts.lua"} if LOVE else {"imgui_impl_love.lua"}
FILES = {}
@@ -26,6 +45,7 @@ for d in (ROOT, os.path.join(ROOT, "backends"), os.path.join(ROOT, "fonts")):
if LOVE: src = re.sub(r"^@native$", "", src, flags=re.M) # keep line numbers
FILES[f] = src
ORIG = dict(FILES) # for gen_types
ENTRY = ["imgui.lua", BACKEND] + ([] if NO_DEMO else ["imgui_demo.lua"]) # run order
names = set()
@@ -33,16 +53,207 @@ for src in FILES.values():
names.update(re.findall(r"^function ([A-Za-z_]\w*)\s*\(", src, re.M))
names.update(re.findall(r"^([A-Za-z_]\w*)\s*=[^=]", src, re.M))
out = ["--!optimize 2", "-- GENERATED by tools/bundle.py from *.lua, backends/, fonts/ - do not edit", ""]
if LOVE:
out = ["-- GENERATED by tools/bundle.py --target love - do not edit", re.search(r"--@compat-begin\n(.*?)--@compat-end", open(os.path.join(ROOT, "backends", "imgui_impl_love.lua")).read(), re.S).group(1), ""]
out += [
"local __FILES, __LOADED = {}, {}",
# ---- lexer helpers ----
KW = set("and break do else elseif end false for function goto if in local nil not or repeat return then true until while".split())
def lex(src):
"""[(kind, text, start)] without whitespace/comments; kinds: name num str op."""
toks, pos = [], 0
while pos < len(src):
m = TOKEN.match(src, pos)
k = m.lastgroup
if k in ("ceq", "seq"): k = "lcom" if m.group(0).startswith("--") else "lstr"
if k not in ("ws", "lcom", "com"): toks.append(("str" if k == "lstr" else k, m.group(0), pos))
pos = m.end()
return toks
def fdepths(toks):
"""function nesting depth of every token (0 = runs at load time)"""
st, fd, out = [], 0, []
for k, t, _ in toks:
out.append(fd)
if k == "name":
if t == "function": st.append(1); fd += 1
elif t in ("if", "do", "repeat"): st.append(0)
elif t in ("end", "until"): fd -= st.pop()
assert not st, "unbalanced blocks"
return out
def declared(toks):
"""names declared as locals / parameters / loop variables anywhere"""
out, n = set(), len(toks)
for i, (k, t, _) in enumerate(toks):
j = None
if t == "local": j = i + 2 if toks[i + 1][1] == "function" else i + 1
elif t == "for": j = i + 1
elif t == "function":
j = i + 1
while toks[j][1] != "(": j += 1
j += 1
while j is not None and j < n and toks[j][0] == "name" and toks[j][1] not in KW:
out.add(toks[j][1])
j += 1
if j < n and toks[j][1] == ",": j += 1
else: break
return out
def apply(src, edits):
for s, e, r in sorted(edits, reverse=True): src = src[:s] + r + src[e:]
return src
def isref(toks, i):
"""toks[i] is a variable read/write (not a field name)"""
return toks[i][0] == "name" and (i == 0 or toks[i - 1][1] not in (".", ":"))
def nexttext(toks, i): return toks[i + 1][1] if i + 1 < len(toks) else ""
# ---- C: --@hoist helpers ----
hoisted, hoisted_names = [], []
if OPT["C"]:
for f, src in FILES.items():
while "--@hoist\n" in src:
s = src.index("--@hoist\n") + len("--@hoist\n")
toks = lex(src[s:])
depth, i = 0, 0
while True: # first `function` ... matching end
t = toks[i][1]
if t == "function" or t in ("if", "do", "repeat"): depth += 1
elif t in ("end", "until"):
depth -= 1
if depth == 0: break
i += 1
e = s + toks[i][2] + 3
text = src[s:e]
m = re.search(r"^(local )?function ([A-Za-z_]\w*)", text, re.M)
hoisted_names.append(m.group(2))
hoisted.append(text[:m.start()] + "local function " + text[m.start() + len(m.group(0)) - len(m.group(2)):])
src = src[:s - len("--@hoist\n")] + "\n" + re.sub(r"[^\n]", "", text) + src[e:]
FILES[f] = src
HOIST_DEPS = "local type, mathMin, mathMax, mathFloor, mathCeil, bitOr, bitLShift = type, math.min, math.max, math.floor, math.ceil, bit32.bor, bit32.lshift"
# ---- E: statement IM_ASSERT -> assert ----
STMT_PREV_KW = {"end", "true", "false", "nil", "break", "then", "do", "else", "repeat"}
def rewrite_assert(src):
toks, edits = lex(src), []
for i, (k, t, p) in enumerate(toks):
if t == "IM_ASSERT" and isref(toks, i) and nexttext(toks, i) == "(":
pk, pt = (toks[i - 1][0], toks[i - 1][1]) if i else ("op", ";")
if (pk == "name" and (pt not in KW or pt in STMT_PREV_KW)) or pk in ("num", "str") or pt in (")", "]", "}", ";", "..."):
edits.append((p, p + len(t), "assert"))
return apply(src, edits)
if OPT["E"]:
FILES = {f: rewrite_assert(s) for f, s in FILES.items()}
hoisted = [rewrite_assert(s) for s in hoisted]
# ---- B: enum / constant folding ----
LUAU = shutil.which("luau") or "/nix/store/2m2ja613nndihc8qm10f2rhq6znp1nh4-luau-0.734/bin/luau"
def header():
return ["local __FILES, __LOADED = {}, {}",
"function IM_INCLUDE(name)",
" local r = __LOADED[name]",
" if r == nil then r = __FILES[name](); if r == nil then r = true end; __LOADED[name] = r end",
" return r",
"end", ""]
def numtext(s):
v = float(s)
if v != v or v in (float("inf"), float("-inf")) or (v == 0 and s.startswith("-")): return None
r = str(int(v)) if v.is_integer() and abs(v) < 2 ** 53 else repr(v)
return "(%s)" % r if v < 0 else r
def dump_values():
"""{name: number} and {name: {key: number}} of the loaded library (imgui.lua and what it includes)"""
src = ["--!optimize 1"] + ([HOIST_DEPS] + hoisted if hoisted else []) + header()
for name, s in sorted(FILES.items()): src += ["__FILES[%r] = function()" % name, s, "end"]
src += ['IM_INCLUDE("imgui.lua")',
'local function D(n, v) if type(v) == "number" then print("C", n, string.format("%.17g", v)) elseif type(v) == "table" then',
' for k, x in pairs(v) do print("T", n, type(k) == "string" and k or "?", type(x) == "number" and string.format("%.17g", x) or "?") end end end']
src += ["D(%r, %s)" % (n, n) for n in sorted(names)]
with tempfile.NamedTemporaryFile("w", suffix=".luau", delete=False) as fp: fp.write("\n".join(src))
try:
p = subprocess.run([LUAU, fp.name], capture_output=True, text=True, timeout=60)
finally:
os.unlink(fp.name)
if p.returncode: raise RuntimeError("enum dump failed:\n" + p.stdout[-2000:] + p.stderr[-2000:])
consts, tables = {}, {}
for line in p.stdout.splitlines():
a = line.split("\t")
if a[0] == "C": consts[a[1]] = a[2]
elif a[0] == "T": tables.setdefault(a[1], {})[a[2]] = a[3]
tables = {n: t for n, t in tables.items() if "?" not in t and "?" not in t.values()}
return consts, tables
def fold(files):
consts, tables = dump_values()
lexed = {f: lex(s) for f, s in files.items()}
depth = {f: fdepths(t) for f, t in lexed.items()}
# tables written inside a function, constants assigned more than once or not at top level: not foldable
assigns = {}
for f, toks in lexed.items():
for i, (k, t, _) in enumerate(toks):
if not isref(toks, i): continue
if t in tables and depth[f][i] > 0:
j = i + 1
if nexttext(toks, i) == ".": j = i + 3
elif nexttext(toks, i) == "[":
b = 0
while True:
b += {"[": 1, "]": -1}.get(toks[j][1], 0); j += 1
if b == 0: break
if j < len(toks) and toks[j][1] == "=": tables.pop(t, None)
if t in consts and nexttext(toks, i) == "=":
assigns[t] = assigns.get(t, 0) + (1 if depth[f][i] == 0 else 2)
consts = {n: v for n, v in consts.items() if assigns.get(n) == 1 and numtext(v)}
out = {}
for f, toks in lexed.items():
shadow = declared(toks)
edits = []
for i, (k, t, p) in enumerate(toks):
if depth[f][i] == 0 or not isref(toks, i) or t in shadow: continue
if t in tables and nexttext(toks, i) == "." and i + 2 < len(toks):
key = toks[i + 2][1]
if key in tables[t] and numtext(tables[t][key]) and nexttext(toks, i + 2) not in ("=", ".", ":", "[", "(", "{") and toks[i + 3][0] != "str":
edits.append((p, toks[i + 2][2] + len(key), "%s --[[%s.%s]]" % (numtext(tables[t][key]), t, key)))
elif t in consts and nexttext(toks, i) not in ("=", ".", ":", "[", "(", "{") and toks[i + 1][0] != "str":
edits.append((p, p + len(t), "%s --[[%s]]" % (numtext(consts[t]), t)))
out[f] = apply(files[f], edits)
return out
if OPT["B"]:
try:
allf = dict(FILES); allf.update({"@hoist%d" % i: "local function __h()\n" + s + "\nend" for i, s in enumerate(hoisted)})
allf = fold(allf)
hoisted = [allf.pop("@hoist%d" % i)[len("local function __h()\n"):-len("\nend")] for i in range(len(hoisted))]
FILES = allf
except (OSError, RuntimeError) as e:
if os.environ.get("IMGUI_BUNDLE_STRICT"): raise # CI: a release must not silently lose the folding
print("bundle.py: enum folding skipped (%s)" % str(e).strip()[:300], file=sys.stderr)
# ---- A: hot globals -> bundle locals ----
hot = []
if OPT["A"]:
count, used = {}, []
for src in FILES.values():
toks = lex(src)
used.append({t for i, (k, t, _) in enumerate(toks) if isref(toks, i)})
for i, (k, t, _) in enumerate(toks):
if t in names and isref(toks, i): count[t] = count.get(t, 0) + 1
# greedy by reference count; each file function's upvalues (hoisted names it uses) stay <= MAX_UPVALUES
taken = [len(u & set(hoisted_names + re.findall(r"\w+", HOIST_DEPS.split("=")[0]))) for u in used]
for n in sorted((n for n in count if n not in hoisted_names), key=lambda n: (-count[n], n)):
if len(hot) == MAX_LOCALS: break
if all(taken[i] < MAX_UPVALUES for i, u in enumerate(used) if n in u):
hot.append(n)
taken = [c + (n in u) for c, u in zip(taken, used)]
out = ["--!optimize 2", "-- GENERATED by tools/bundle.py from *.lua, backends/, fonts/ - do not edit", ""]
if LOVE:
out = ["-- GENERATED by tools/bundle.py --target love - do not edit", re.search(r"--@compat-begin\n(.*?)--@compat-end", open(os.path.join(ROOT, "backends", "imgui_impl_love.lua")).read(), re.S).group(1), ""]
if hot: out.append("local " + ", ".join(hot))
if hoisted: out += [HOIST_DEPS] + hoisted
out += header()
linemap = [] # (first bundle line, file) for error -> source mapping (tools/test/run.py)
for name, src in sorted(FILES.items()):
out.append("__FILES[%r] = function()" % name)
@@ -58,15 +269,12 @@ for n in sorted(names):
out.append(" %s = %s," % (n, n))
out.append("}")
import sys
OUT = sys.argv[1] if len(sys.argv) > 1 else os.path.join(ROOT, "build")
os.makedirs(OUT, exist_ok=True)
NAME = "imgui_love.lua" if LOVE else "ImGui.luau"
open(os.path.join(OUT, NAME), "w").write("\n".join(out) + "\n")
import json
json.dump(linemap, open(os.path.join(OUT, NAME.rsplit(".", 1)[0] + ".linemap.json"), "w"))
if not LOVE:
sys.path.insert(0, os.path.dirname(os.path.abspath(__file__)))
from gen_types import wrapper
open(os.path.join(OUT, "ImGuiTyped.luau"), "w").write(wrapper(FILES))
open(os.path.join(OUT, "ImGuiTyped.luau"), "w").write(wrapper(ORIG))
print("wrote build/%s (%d files, %d exports)" % (NAME, len(FILES), len(names)))
+645
View File
@@ -0,0 +1,645 @@
#!/usr/bin/env python3
# Compares the port against upstream Dear ImGui (tools/test/upstream/*) and writes docs/PORT_STATUS.txt.
# python3 tools/compare_upstream.py # print summary, write docs/PORT_STATUS.txt
# Ported %: upstream functions (by qualified name, overloads merged) that have a port definition; enum values; struct fields;
# public/internal API declarations in imgui.h / imgui_internal.h (namespace ImGui).
# Similarity %: for each ported function, both bodies are normalized to a common token stream (comments/types/punctuation
# dropped, C++ operators and names mapped to Lua: -> :: . ! && || _Flag) and compared with difflib ratio.
# File figures are weighted by upstream body size. Matching is by name, so it's an estimate, not a proof.
# Excluded from the %: C++-only (operators, destructors), #if 0, IMGUI_DISABLE_OBSOLETE_FUNCTIONS, OS-specific (#ifdef _WIN32...),
# test engine. They're listed separately in the report.
import os, re, sys
from difflib import SequenceMatcher
from fnmatch import fnmatchcase
sys.path.insert(0, os.path.dirname(os.path.abspath(__file__)))
from minify import TOKEN as LUA_TOKEN
ROOT = os.path.dirname(os.path.dirname(os.path.abspath(__file__)))
UP = os.path.join(ROOT, "tools", "test", "upstream")
CPP_FILES = ["imgui.cpp", "imgui_widgets.cpp", "imgui_draw.cpp", "imgui_tables.cpp", "imgui_demo.cpp", "imgui.h", "imgui_internal.h"]
PORT_FILES = sorted(f for f in os.listdir(ROOT) if f.endswith(".lua"))
LUA_CLASS_ALIAS = {"IM_RECT": "ImRect", "IM_VECTOR": "ImVector", "IM_POOL": "ImPool", "IMGUI_VIEWPORT_P": "ImGuiViewportP",
"ImGuiTextBufferMT": "ImGuiTextBuffer", "IMGUI_TEXT_INDEX": "ImGuiTextIndex", "IM_PAYLOAD": "ImGuiPayload",
"DN": "ImGuiDockNode", "IM_VTXBUF": "ImVector"}
# ---------------------------------------------------------------------------------------------------------------------
# Intentional Lua replacements: [=] rows, not counted as missing. (glob over the upstream key "Class::name" / "Struct::field",
# reason, regex that must match the port sources - if the port's mechanism disappears, the entry falls back to [ ] / missing).
# Only applies when no same-named port definition / field exists.
# ---------------------------------------------------------------------------------------------------------------------
REPLACED = [
# functions
("ImGuiStorage::*", "Lua table keyed by ID (e.g. window.StateStorage = {})", r"StateStorage\s*=\s*\{\}"),
("ImGuiStoragePair::*", "Lua table keyed by ID", r"StateStorage\s*=\s*\{\}"),
("PairComparerByID", "table.sort over Lua table keys", r"table\.sort\("),
("ImStr*", "Lua string library (string.find/sub/lower, immutable strings)", r"string\.find\("),
("ImMemdup", "Lua strings/tables are values, no copy needed", r"string\.find\("),
("ImFormatString*", "string.format", r"ImFormatString\s*=\s*string\.format"),
("ImText*Utf8*", "strings stay UTF-8 bytes: ImStd.ImTextCharFromUtf8 decoder + utf8 library", r"function ImStd\.ImTextCharFromUtf8"),
("MallocWrapper", "GC; IM_ALLOC = ImGui.MemAlloc", r"IM_ALLOC\s*=\s*ImGui\.MemAlloc"),
("FreeWrapper", "GC; IM_ALLOC = ImGui.MemAlloc", r"IM_ALLOC\s*=\s*ImGui\.MemAlloc"),
("ImGui::GetAllocatorFunctions", "GC, no allocator to query", r"IM_ALLOC\s*=\s*ImGui\.MemAlloc"),
("ImFileWrite", "no filesystem on Roblox: SaveIniSettingsToDisk is a no-op, use SaveIniSettingsToMemory", r"Roblox: no disk"),
("ImSwap", "Lua multiple assignment a, b = b, a", r"\b([\w.]+), ([\w.]+) = \2, \1\b"),
("ImGui::DebugCheckVersionAndDataLayout", "C++ ABI / sizeof check", None),
("TableSettingsCalcChunkSize", "sizeof; table settings are a plain ImVector", r"SettingsTables\s*=\s*ImVector\(\)"),
("ImVector::size", "v.Size field", r"function IM_VECTOR:"),
("ImVector::capacity", "v.Capacity field", r"function IM_VECTOR:"),
("ImVector::front", "v.Data[1]", r"function IM_VECTOR:"),
("ImVector::begin", "v.Data / v:iter()", r"function IM_VECTOR:iter\("),
("ImVector::end", "v.Data / v:iter()", r"function IM_VECTOR:iter\("),
("ImVector::size_in_bytes", "sizeof", None),
("ImVector::max_size", "sizeof", None),
("ImVector::clear_destruct", "GC: clear_delete / clear", r"function IM_VECTOR:clear_delete\("),
("ImVector::find", "find_index (no element pointers)", r"function IM_VECTOR:find_index\("),
("ImSpan::*", "plain Lua tables (e.g. table.Columns = {})", r"Columns = \{\}, ColumnsSize = 0"),
("ImSpanAllocator::*", "plain Lua tables, no arena", r"Columns = \{\}, ColumnsSize = 0"),
("ImStableVector::*", "ImVector (Lua references are stable)", r"BakedPool\s*=\s*ImVector\(\)"),
("ImChunkStream::*", "plain ImVector of settings tables", r"SettingsTables\s*=\s*ImVector\(\)"),
("ImPool::GetAliveCount", "pool.AliveCount field", r"\.AliveCount\)"),
("ImPool::GetBufSize", "pool.BufSize field / GetMapSize()", r"function IM_POOL:GetMapSize\(\) return self\.BufSize"),
("ImPool::TryGetMapData", "GetByIndex (removed slots hold false)", r"function IM_POOL:GetByIndex\("),
("ImGuiTextBuffer::begin", "chunk-list string builder: c_str()", r"function ImGuiTextBufferMT:c_str\("),
("ImGuiTextBuffer::end", "chunk-list string builder: c_str()", r"function ImGuiTextBufferMT:c_str\("),
("ImGuiTextBuffer::resize", "chunk-list string builder, no byte buffer", r"function ImGuiTextBufferMT:c_str\("),
("ImGuiTextBuffer::reserve", "chunk-list string builder, no byte buffer", r"function ImGuiTextBufferMT:c_str\("),
("ImGuiTextBuffer::appendfv", "appendf(fmt, ...) (Lua varargs)", r"function ImGuiTextBufferMT:appendf\("),
("ImGuiTextIndex::append", "debug log keeps a Lua line list (g.DebugLogLines)", r"g\.DebugLogLines\s*="),
# struct fields (ImSpan*/ImStableVector/ImGuiStoragePair fields: covered by the globs above)
("ImGuiTextBuffer::EmptyString", "c_str() of an empty chunk list", r"function ImGuiTextBufferMT:c_str\("),
("ImGuiWindow::NameBufLen", "window.Name is an immutable Lua string", None),
("ImGuiTextFilterItem::Begin", "item.Text substring", r"Text = string\.sub\(buf, b, e - 1\)"),
("ImGuiTextFilterItem::Len", "item.Text substring", r"Text = string\.sub\(buf, b, e - 1\)"),
("ImDrawVert::uv", "vertices packed into VtxBuffer.Buf (VTX_STRIDE bytes per vertex)", r"VTX_STRIDE\s*=\s*\d+"),
("ImDrawVert::col", "vertices packed into VtxBuffer.Buf (VTX_STRIDE bytes per vertex)", r"VTX_STRIDE\s*=\s*\d+"),
("ImGuiContext::DebugLogIndex", "Lua line list g.DebugLogLines", r"g\.DebugLogLines\s*="),
("ImGuiContext::TempKeychordName", "GetKeyChordName returns a Lua string", r"\.\. \(\(key ~= ImGuiKey\.None"),
("ImGuiContext::DragDropPayloadBuf*", "payload.Data holds the Lua value", r"payload\.Data = data"),
("ImGuiTabBar::TabsNames", "names stored on the tab (tab.Name)", r"Tab names are stored on the tab itself"),
]
# ---------------------------------------------------------------------------------------------------------------------
# C++ side
# ---------------------------------------------------------------------------------------------------------------------
CPP_TOKEN = re.compile(r"""
(?P<nl>\n)
| (?P<ws>[ \t\r\f\v]+|\\\n)
| (?P<com>//[^\n]*|/\*.*?\*/)
| (?P<pp>\#(?:[^\n\\]|\\.|\\\n)*)
| (?P<str>(?:u8|u|U|L)?"(?:\\.|[^"\\\n])*"|'(?:\\.|[^'\\\n])*')
| (?P<num>0[xX][0-9a-fA-F']+[uUlL]*|(?:\d[\d']*\.?\d*|\.\d+)(?:[eE][+-]?\d+)?[fFuUlL]*)
| (?P<name>[A-Za-z_]\w*)
| (?P<op>->\*?|::|<<=|>>=|<<|>>|&&|\|\||==|!=|<=|>=|\+\+|--|[-+*/%&|^]=|\.\.\.|.)
""", re.S | re.X)
EXCLUDE_PP = [("if0", re.compile(r"^\s*#\s*if\s+0\b")),
("obsolete", re.compile(r"#\s*ifndef\s+IMGUI_DISABLE_OBSOLETE_FUNCTIONS|#\s*if\s+!defined\(IMGUI_DISABLE_OBSOLETE")),
("os-specific", re.compile(r"_WIN32|__APPLE__|__linux__|_MSC_VER|__EMSCRIPTEN__|IMGUI_DISABLE_WIN32|__ANDROID__|_XBOX|__MINGW")),
("test-engine", re.compile(r"IMGUI_ENABLE_TEST_ENGINE"))]
def cpp_tokens(src):
"""[(kind, text, line, excl)] without whitespace/comments; excl = exclusion tag from enclosing #if, or None."""
out, line, stack, sections = [], 1, [], []
for m in CPP_TOKEN.finditer(src):
kind, text = m.lastgroup, m.group(0)
if kind == "nl": line += 1; continue
if kind == "com":
s = re.match(r"//\s*\[SECTION\]\s*(.+)", text)
if s: sections.append((line, s.group(1).strip()))
line += text.count("\n"); continue
if kind == "ws": line += text.count("\n"); continue
if kind == "pp":
d = re.match(r"#\s*(\w+)", text); d = d.group(1) if d else ""
if d in ("if", "ifdef", "ifndef"):
stack.append(next((t for t, r in EXCLUDE_PP if r.search(text)), None))
elif d in ("else", "elif") and stack:
stack[-1] = None if stack[-1] in ("if0", "obsolete") else stack[-1] # #else of `#if 0` / obsolete is the live path
elif d == "endif" and stack:
stack.pop()
line += text.count("\n"); continue
out.append((kind, text, line, next((x for x in reversed(stack) if x), None)))
return out, sections
CPP_MACROS = {"IM_MSVC_RUNTIME_CHECKS_OFF", "IM_MSVC_RUNTIME_CHECKS_RESTORE"} # argument-less macro lines, no trailing ';'
CTRL = {"if", "for", "while", "switch", "catch", "sizeof", "return", "alignof", "decltype", "IM_ASSERT", "defined"}
def match_back(toks, i, close, open_):
depth = 0
while i >= 0:
t = toks[i][1]
if t == close: depth += 1
elif t == open_:
depth -= 1
if depth == 0: return i
i -= 1
return -1
def match_fwd(toks, i):
depth = 0
pairs = {"{": "}", "(": ")", "[": "]"}
open_ = toks[i][1]; close = pairs[open_]
while i < len(toks):
t = toks[i][1]
if t == open_: depth += 1
elif t == close:
depth -= 1
if depth == 0: return i
i += 1
return len(toks) - 1
def func_head(toks, i):
"""toks[i] is '{'. If it opens a function body, return (class, name, name_tok_index, cpp_only) else None."""
j = i - 1
while j >= 0 and toks[j][1] in ("const", "noexcept", "override", "final", "IM_FMTARGS", "IM_FMTLIST"):
j -= 1
if j >= 0 and toks[j][1] == ")" and toks[match_back(toks, j, ")", "(") - 1][1] in ("IM_FMTARGS", "IM_FMTLIST"):
j = match_back(toks, j, ")", "(") - 2
# constructor initializer list: Foo::Foo(...) : a(1), b{2} {
k = j
while k >= 0 and toks[k][1] in (")", "}"):
o = match_back(toks, k, toks[k][1], "(" if toks[k][1] == ")" else "{")
if o <= 1: break
if toks[o - 2][1] in (",",) or (toks[o - 2][1] == ":" ):
if toks[o - 2][1] == ":": j = o - 3; break
k = o - 3; continue
break
if j < 0 or toks[j][1] != ")": return None
o = match_back(toks, j, ")", "(")
if o <= 0: return None
n = o - 1
name = toks[n][1]
cpp_only = False
if toks[n - 1][1] == "operator" or (n >= 1 and toks[n][0] == "op" and toks[n - 1][1] == "operator"):
return (None, "operator" + name, n, True)
if toks[n][0] == "op" and n >= 2 and toks[n - 1][1] == "operator": return (None, "operator", n, True)
if toks[n][0] != "name" or name in CTRL: return None
if toks[n - 1][1] == "~": cpp_only = True; name = "~" + name
cls = None
if toks[n - 1][1] == "::" or (cpp_only and toks[n - 2][1] == "::"):
q = n - 2 if not cpp_only else n - 3
cls = toks[q][1]
if toks[n - 1][1] == "operator": return (cls, "operator", n, True)
return (cls, name, n, cpp_only)
class UpFunc:
def __init__(s, file, cls, name, line, body, section, excl):
s.file, s.cls, s.name, s.line, s.body, s.section, s.excl = file, cls, name, line, body, section, excl
@property
def key(s): return "%s::%s" % (s.cls, s.name) if s.cls else s.name
def parse_cpp(fname):
src = open(os.path.join(UP, fname), encoding="utf-8", errors="replace").read()
toks, sections = cpp_tokens(src)
funcs, enums, structs, decls = [], {}, {}, {} # decls: namespace ImGui declarations (name -> line)
def section_at(line):
cur = ""
for l, s in sections:
if l <= line and l > 120: cur = s # skip the index at the top of each file
return cur
def scan(a, b, cls, ns):
i = a
stmt_start = a
while i < b:
k, t, line, excl = toks[i]
if t == "{":
head = func_head(toks, i)
e = match_fwd(toks, i)
pre = [x[1] for x in toks[stmt_start:i]]
if head:
hc, hn, ni, cpp_only = head
c = hc or cls
if cls and hn == cls: c = cls # inline ctor in struct
ex = "c++-only" if cpp_only or hn.startswith("~") else toks[ni][3]
if c and hn == c and fname.endswith(".h") and e - i < 4: ex = ex # trivial ctor kept
funcs.append(UpFunc(fname, c, hn, toks[ni][2], toks[i + 1:e], section_at(toks[ni][2]), ex))
elif "namespace" in pre:
q = pre.index("namespace")
scan(i + 1, e, cls, (pre[q + 1] if len(pre) > q + 1 else ""))
elif "enum" in pre:
nm = next((x for x in pre[pre.index("enum") + 1:] if re.match(r"[A-Za-z_]\w*$", x) and x not in ("class", "int")), None)
vals, j, depth = [], i + 1, 0
expect = True
while j < e:
tt = toks[j][1]
if tt in "([{": depth += 1
elif tt in ")]}": depth -= 1
elif depth == 0 and tt == ",": expect = True
elif expect and depth == 0 and toks[j][0] == "name":
vals.append((tt, toks[j][2], toks[j][3])); expect = False
j += 1
if nm: enums[nm] = (vals, line, section_at(line))
elif any(x in ("struct", "class", "union") for x in pre) and "=" not in pre:
kw = max(q for q, x in enumerate(pre) if x in ("struct", "class", "union")) # skips macro lines / template<...> before it
names = [x for x in pre[kw:] if re.match(r"[A-Za-z_]\w*$", x) and x not in ("struct", "class", "union", "IMGUI_API", "typedef", "final", "public", "private", "alignas")]
nm = names[0] if names else cls
if nm and "union" not in pre: structs.setdefault(nm, ([], line, section_at(line)))
scan(i + 1, e, nm, ns)
if nm and pre[:1] != ["union"] and toks[e + 1][1] != ";" and toks[e + 1][0] == "name" and cls:
pass
i = e + 1
if i < b and toks[i][1] == ";": i += 1
stmt_start = i
continue
if t == ";":
st = toks[stmt_start:i]
txt = [x[1] for x in st]
if txt and txt[0] in ("public", "private", "protected") and len(txt) > 1 and txt[1] == ":": st, txt = st[2:], txt[2:]
while txt and txt[0] in CPP_MACROS: st, txt = st[1:], txt[1:]
if txt and ns == "ImGui" and cls is None and "(" in txt and txt[0] not in ("typedef", "struct", "enum", "using"):
p = txt.index("(")
if p > 0 and st[p - 1][0] == "name" and txt[p - 1] not in CTRL:
decls.setdefault(txt[p - 1], (st[p - 1][2], st[p - 1][3], section_at(st[p - 1][2])))
elif txt and cls and txt[0] not in ("typedef", "friend", "static", "using", "enum", "struct", "class", "template"):
eq = txt.index("=") if "=" in txt else len(txt)
pa = txt.index("(") if "(" in txt else len(txt)
if pa >= eq: # not a method declaration
depth = 0
for j, x in enumerate(txt[:eq] + [";"]):
if x in ("<", "(", "["): depth += 1
elif x in (">", ")", "]"): depth -= 1
elif depth == 0 and x in (",", ";", ":") or (depth == 0 and x == "[" ):
if j > 0 and re.match(r"[A-Za-z_]\w*$", txt[j - 1]) and txt[j - 1] not in ("const", "unsigned", "int", "float"):
structs.setdefault(cls, ([], 0, ""))[0].append((txt[j - 1], st[j - 1][2], st[j - 1][3]))
if x == "[" and depth == 1 and j > 0 and re.match(r"[A-Za-z_]\w*$", txt[j - 1]):
structs.setdefault(cls, ([], 0, ""))[0].append((txt[j - 1], st[j - 1][2], st[j - 1][3]))
if eq < len(txt) and re.match(r"[A-Za-z_]\w*$", txt[eq - 1]):
structs.setdefault(cls, ([], 0, ""))[0].append((txt[eq - 1], st[eq - 1][2], st[eq - 1][3]))
stmt_start = i + 1
i += 1
scan(0, len(toks), None, "")
for k in structs: # dedupe fields
seen, out = set(), []
for f in structs[k][0]:
if f[0] not in seen: seen.add(f[0]); out.append(f)
structs[k] = (out,) + structs[k][1:]
return funcs, enums, structs, decls
# ---------------------------------------------------------------------------------------------------------------------
# Lua side
# ---------------------------------------------------------------------------------------------------------------------
def lua_tokens(src):
out, line, pos = [], 1, 0
while pos < len(src):
m = LUA_TOKEN.match(src, pos)
kind, text = m.lastgroup, m.group(0)
if kind in ("ceq", "seq"): kind = "lcom" if text.startswith("--") else "lstr"
if kind not in ("ws", "com", "lcom"):
out.append(("str" if kind in ("str", "lstr") else kind, text, line))
line += text.count("\n"); pos = m.end()
return out
OPENERS = {"function", "if", "do", "repeat"}
CLOSERS = {"end", "until"}
class PortFunc:
alias = None
def __init__(s, file, cls, name, line, body):
s.file, s.cls, s.name, s.line, s.body = file, cls, name, line, body
def parse_lua():
defs, enum_keys, globals_, fields = [], set(), set(), set()
for f in PORT_FILES:
toks = lua_tokens(open(os.path.join(ROOT, f), encoding="utf-8").read())
n = len(toks)
for i, (k, t, line) in enumerate(toks):
chain, start = None, None
if t == "function" and i + 1 < n and toks[i + 1][0] == "name":
j = i + 1; chain = [toks[j][1]]
while j + 2 < n and toks[j + 1][1] in (".", ":") and toks[j + 2][0] == "name":
chain.append(toks[j + 2][1]); j += 2
if j + 1 < n and toks[j + 1][1] == "(": start = j + 1
else: chain = None
elif k == "name" and i + 3 < n and toks[i + 1][1] == "=" and toks[i + 2][1] == "function" and toks[i + 3][1] == "(":
j = i; chain = [t]
while j >= 2 and toks[j - 1][1] == "." and toks[j - 2][0] == "name":
chain.insert(0, toks[j - 2][1]); j -= 2
start = i + 3; i0 = i + 2
if chain is None: continue
# body: from start's ')' to matching end
j = start
while toks[j][1] != ")": j += 1
body_start, depth, j = j + 1, 1, j + 1
while j < n and depth > 0:
tt = toks[j][1]
if tt in OPENERS and toks[j][0] == "name": depth += 1
elif tt in CLOSERS and toks[j][0] == "name": depth -= 1
j += 1
name = chain[-1]
cls = LUA_CLASS_ALIAS.get(chain[-2], chain[-2]) if len(chain) > 1 else None
if cls and cls.endswith("MT") and len(cls) > 2: cls = cls[:-2] # method tables: function ExampleAppLogMT:AddLog()
if cls is None and re.match(r"[A-Z]\w*_[A-Z]\w*$", name) and "__" not in name: # Class_Method globals (C++ static members)
c, _, m = name.partition("_")
defs.append(PortFunc(f, c, m, line, toks[body_start:j - 1]))
pf = PortFunc(f, cls, name, line, toks[body_start:j - 1])
bt = [x[1] for x in pf.body]
if len(bt) >= 5 and bt[0] == "return" and bt[-3:] == ["(", "...", ")"] and all(x[0] == "name" or x[1] in (".", ":") for x in pf.body[1:-3]):
pf.alias = " ".join(bt[1:-3]) + "(...)"; pf.body = pf.body[1:-3] # forwarder: function(...) return ImGui.X(...) end
defs.append(pf)
# aliases / factories: ImGui.DragFloat2 = DragFloatN(2) ImFormatString = string.format ImGui.LogTextV = ImGui.LogText
for i, (k, t, line) in enumerate(toks):
if k != "name" or (i and toks[i - 1][2] == line) or t == "local": continue
j, chain = i, [t]
while j + 2 < n and toks[j + 1][1] == "." and toks[j + 2][0] == "name":
chain.append(toks[j + 2][1]); j += 2
if j + 2 >= n or toks[j + 1][1] != "=" or toks[j + 2][0] != "name" or toks[j + 2][1] in ("function", "nil", "true", "false", "not"): continue
if len(chain) == 1 and not re.match(r"(Im|STB|IMSTB|stb)", t): continue
if len(chain) > 1 and chain[0] not in ("ImGui", "ImStd", "ImStb", "MT") and chain[-2] not in LUA_CLASS_ALIAS: continue
rhs = [x for x in toks[j + 2:] if x[2] == toks[j + 2][2]]
cls = LUA_CLASS_ALIAS.get(chain[-2], chain[-2]) if len(chain) > 1 else None
pf = PortFunc(f, cls, chain[-1], line, rhs); pf.alias = " ".join(x[1] for x in rhs[:6])
defs.append(pf)
# enum tables / globals / fields
depth_stack = []
for i, (k, t, line) in enumerate(toks):
if t == "{":
owner = None
if i >= 2 and toks[i - 1][1] == "=" and toks[i - 2][0] == "name": owner = toks[i - 2][1]
depth_stack.append(owner)
elif t == "}":
if depth_stack: depth_stack.pop()
elif k == "name" and i + 1 < n and toks[i + 1][1] == "=":
prev = toks[i - 1][1] if i else ""
if prev in ("{", ",", ";") or (prev == "." ) or (prev not in ("local", "for") and toks[i - 1][0] != "name" and prev not in ("]", ")")):
fields.add(t)
if prev in ("{", ",") and depth_stack and depth_stack[-1]: enum_keys.add((depth_stack[-1], t))
if prev == "." and i >= 2: enum_keys.add((toks[i - 2][1], t))
if prev not in (".", "local", ",") and not depth_stack: globals_.add(t)
elif k == "str" and i >= 1 and toks[i - 1][1] == "[" and i + 2 < n and toks[i + 1][1] == "]" and toks[i + 2][1] == "=" and depth_stack and depth_stack[-1]:
enum_keys.add((depth_stack[-1], toks[i][1].strip("\"'")))
return defs, enum_keys, globals_, fields
# ---------------------------------------------------------------------------------------------------------------------
# Normalization + similarity
# ---------------------------------------------------------------------------------------------------------------------
CPP_DROP = {"const", "static", "float", "int", "unsigned", "signed", "bool", "char", "void", "auto", "double", "size_t", "short", "long",
"ImU8", "ImU16", "ImU32", "ImU64", "ImS8", "ImS16", "ImS32", "ImS64", "ImWchar", "ImGuiID", "struct", "inline", "IMGUI_API",
"constexpr", "template", "typename", "IM_UNUSED", "this", ";", "{", "}", "(", ")", "&", "*", "ImGuiContext", "ImGuiWindow", "ImGuiStyle",
"ImGuiIO", "ImDrawList", "ImFont", "ImRect", "ImVec2", "ImVec4", "case", "break", "default", ":", "[", "]"}
LUA_DROP = {"local", "then", "do", "end", "self", "(", ")", ";", "{", "}", "&", "*", "[", "]", ":", "bit32", "math", "string", "table"}
LUA_MAP = {"~=": "!=", "not": "!", "and": "&&", "or": "||", "nil": "NULL", "elseif": "else if", "band": "&", "bor": "|", "bxor": "^",
"bnot": "~", "lshift": "<<", "rshift": ">>", "btest": "&", "ImMax": "ImMax", "ImMin": "ImMin"}
CPP_MAP = {"->": ".", "::": ".", "nullptr": "NULL", "++": "+=", "--": "-=", "IM_COUNTOF": "#", "IM_ARRAYSIZE": "#", "true": "true", "false": "false"}
def norm_num(t):
try:
if t.lower().startswith("0x"): return str(int(t.rstrip("uUlL").replace("'", ""), 16))
return repr(float(t.rstrip("fFuUlL").replace("'", "")))
except ValueError: return t
def split_enum(t):
m = re.match(r"(Im[A-Za-z]+)_(\w+)$", t)
return [m.group(1), ".", m.group(2)] if m and not t.endswith("_") else [t]
def norm_cpp(body):
out = []
for k, t, _, _ in body:
if k == "num": out.append(norm_num(t)); continue
if k == "str": out.append("S"); continue
t = CPP_MAP.get(t, t)
if t in CPP_DROP: continue
out.extend(split_enum(t) if k == "name" else [t])
o2 = []
for i, t in enumerate(out): # drop the implicit ImGui:: qualifier (C++ calls inside the namespace omit it)
if t == "ImGui" and i + 1 < len(out) and out[i + 1] == ".": continue
if t == "." and o2 and o2[-1] in (".",): continue
o2.append(t)
return [t for i, t in enumerate(o2) if not (t == "." and (i == 0 or o2[i - 1] in ("(", ",", "=", "return")))]
def norm_lua(body):
out = []
for k, t, _ in body:
if k == "num": out.append(norm_num(t)); continue
if k == "str": out.append("S"); continue
if t in LUA_DROP: continue
t = LUA_MAP.get(t, t)
out.extend(t.split(" ") if " " in t else [t])
o2 = []
for i, t in enumerate(out):
if t == "ImGui" and i + 1 < len(out) and out[i + 1] == ".": continue
if t == "." and (not o2 or o2[-1] in ("&", "|", "^", "~", "<<", ">>", "=", ",", "return", "if", "while", "!")): continue
o2.append(t)
return o2
def similarity(a, b):
if not a and not b: return 1.0
return SequenceMatcher(None, a, b, autojunk=False).ratio()
def is_stub(port_norm, up_norm):
real = [t for t in port_norm if t not in ("return", "NULL", "false", "true", "0.0", "S", "IM_ASSERT", "!", ",", "=", "0")]
return len(up_norm) > 12 and (len(real) < 3 or not any(re.match(r"[A-Za-z_]\w*$", t) for t in real))
# ---------------------------------------------------------------------------------------------------------------------
def main():
defs, enum_keys, lua_globals, lua_fields = parse_lua()
by_name = {}
for d in sorted(defs, key=lambda d: d.alias is not None): by_name.setdefault(d.name, []).append(d)
port_classes = {d.cls for d in defs if d.cls}
port_class_files = {}
for d in defs:
if d.cls: port_class_files.setdefault(d.cls, set()).add(d.file)
def find(u):
m = re.match(r"I?M?STB_TEXTEDIT_(\w+?)(_IMPL)?$", u.name)
if m: # STB_TEXTEDIT_INSERTCHARS / IMSTB_TEXTEDIT_GETNEXTCHARINDEX_IMPL -> ImStb.TEXTEDIT_*
c = [d for d in by_name.get("TEXTEDIT_" + m.group(1), []) if d.cls == "ImStb"]
return c[0] if c else None
cands = by_name.get(u.name, [])
if u.cls and u.cls not in ("ImGui",):
exact = [d for d in cands if d.cls == u.cls]
if exact: return exact[0]
if u.name == u.cls: # constructor: function ImGuiStyle() / MT.X.new
c = [d for d in cands if d.cls is None] or [d for d in by_name.get("new", []) if d.cls == u.cls]
return c[0] if c else None
if u.cls in port_classes: # only a classless helper in the class's own file (local function _grow_capacity)
loose = [d for d in cands if d.cls is None and d.file in port_class_files[u.cls]] if len(cands) == 1 else []
return loose[0] if loose else None
loose = [d for d in cands if d.cls in (None, "ImGui")] if len(cands) == 1 else []
return loose[0] if loose else None
pref = [d for d in cands if d.cls == "ImGui"] + [d for d in cands if d.cls is None] + [d for d in cands if d.cls in ("ImStd", "ImStb")]
return pref[0] if pref else None
up_names = set()
for f in CPP_FILES:
for u in parse_cpp(f)[0]: up_names.add(u.name)
def expand(p, depth=0, seen=()):
"""Port body with calls to port-only helpers in the same file inlined (the port splits some big functions)."""
out, body = [], p.body
for i, x in enumerate(body):
out.append(x)
if depth < 3 and x[0] == "name" and i + 1 < len(body) and body[i + 1][1] == "(" and x[1] not in up_names and (i == 0 or body[i - 1][1] not in (".", ":")):
h = [d for d in by_name.get(x[1], []) if d.file == p.file and not d.alias and d is not p and d.name not in seen]
if h: out.extend(expand(h[0], depth + 1, seen + (p.name,)))
return out
report, summary = [], []
all_up = {}
enums_all, structs_all, decls_by_file = {}, {}, {}
for f in CPP_FILES:
funcs, enums, structs, decls = parse_cpp(f)
merged = {}
for u in funcs: # merge overloads (keep the largest body for similarity)
if u.key not in merged or len(u.body) > len(merged[u.key].body):
if u.key in merged and merged[u.key].excl is None: u.excl = None
merged[u.key] = u
elif u.excl is None: merged[u.key].excl = None
all_up[f] = list(merged.values())
for k, v in enums.items(): enums_all.setdefault(k, v)
for k, v in structs.items():
if k in structs_all: structs_all[k][0].extend(x for x in v[0] if x[0] not in {y[0] for y in structs_all[k][0]})
else: structs_all[k] = v
decls_by_file[f] = decls
port_src = "\n".join(open(os.path.join(ROOT, f), encoding="utf-8").read() for f in PORT_FILES)
ev_ok = {ev: ev is None or re.search(ev, port_src) is not None for _, _, ev in REPLACED}
def replaced(key):
return next((why for pat, why, ev in REPLACED if ev_ok[ev] and fnmatchcase(key, pat)), None)
tot = {"n": 0, "have": 0, "stub": 0, "size": 0, "size_have": 0, "simw": 0.0, "size_sim": 0, "repl": 0}
for f in CPP_FILES:
rows = []
st = {"n": 0, "have": 0, "stub": 0, "size": 0, "size_have": 0, "simw": 0.0, "size_sim": 0, "repl": 0}
for u in sorted(all_up[f], key=lambda u: u.line):
un = norm_cpp(u.body)
if u.excl:
rows.append((u.section, "[-]", "", u, None, u.excl)); continue
p = find(u)
why = replaced(u.key) if p is None else None
if why:
st["repl"] += 1; rows.append((u.section, "[=]", "", u, None, why)); continue
st["n"] += 1; st["size"] += len(un)
if p is None:
rows.append((u.section, "[ ]", "", u, None, "")); continue
body = p.body
if p.alias: # ImGui.X = ImGui.Y / Factory(n): compare against the target's body when it is a plain reference
tgt = [x[1] for x in p.body if x[0] == "name"]
t = by_name.get(tgt[-1]) if tgt and all(x[1] == "." or x[0] == "name" for x in p.body) else None
t = [d for d in (t or []) if not d.alias]
body = t[0].body if t else None
if body is None: # alias of a Lua builtin / factory: ported, but no body to compare
st["have"] += 1; st["size_have"] += len(un)
rows.append((u.section, "[x]", " n/a", u, p, "= " + p.alias)); continue
pn = norm_lua(expand(p) if not p.alias else body)
sim = similarity(un, pn)
stub = is_stub(pn, un) and not p.alias
st["have"] += 1; st["size_have"] += len(un); st["simw"] += sim * len(un); st["size_sim"] += len(un)
if stub: st["stub"] += 1
rows.append((u.section, "[~]" if stub else "[x]", "%3.0f%%" % (100 * sim), u, p, "stub" if stub else ("= " + p.alias if p.alias else "")))
for k in tot: tot[k] += st[k]
summary.append((f, st))
report.append((f, rows))
def pct(a, b): return "%5.1f%%" % (100.0 * a / b) if b else " - "
# enums / fields / API declarations
enum_rows, enum_n, enum_have = [], 0, 0
for nm, (vals, line, sec) in sorted(enums_all.items(), key=lambda x: x[0]):
base = re.sub(r"(Private)?_$", "", nm)
missing, have, counted = [], 0, 0
for v, vline, excl in vals:
if excl or v.endswith("_COUNT") and False: continue
pre, _, key = v.partition("_")
ok = v in lua_globals or (pre, key) in enum_keys or (base, key) in enum_keys or (nm, v) in enum_keys or (base, v) in enum_keys
if not ok and not key: ok = v in lua_globals
enum_n += 1; counted += 1
if ok: have += 1; enum_have += 1
else: missing.append(v)
enum_rows.append((nm, have, counted, missing))
field_rows, field_n, field_have, field_repl = [], 0, 0, 0
for nm, (fl, line, sec) in sorted(structs_all.items()):
fl = [x for x in fl if not x[2]]
repl = [x[0] for x in fl if x[0] not in lua_fields and replaced("%s::%s" % (nm, x[0]))]
fl = [x for x in fl if x[0] not in repl]
if not fl and not repl: continue
missing = [x[0] for x in fl if x[0] not in lua_fields]
field_n += len(fl); field_have += len(fl) - len(missing); field_repl += len(repl)
field_rows.append((nm, len(fl) - len(missing), len(fl), missing, repl))
api_rows, api_repl = [], 0
port_names = set(by_name)
for f, label in (("imgui.h", "Public API (imgui.h, namespace ImGui)"), ("imgui_internal.h", "Internal API (imgui_internal.h, namespace ImGui)")):
d = {k: v for k, v in decls_by_file[f].items() if not v[1]}
r = [k for k in d if k not in port_names and replaced("ImGui::" + k)]
api_repl += len(r)
for k in r: del d[k]
have = [k for k in d if k in port_names]
api_rows.append((label, len(have), len(d), sorted((k for k in d if k not in port_names), key=lambda k: d[k][0]), d))
# ------------------------------------------------------------------ summary (stdout + file)
head = []
head.append("%-22s %9s %9s %9s %11s %9s %9s" % ("upstream file", "funcs", "ported", "by size", "similarity", "stubs", "replaced"))
for f, s in summary:
head.append("%-22s %9d %9s %9s %11s %9d %9d" % (f, s["n"], pct(s["have"], s["n"]), pct(s["size_have"], s["size"]),
pct(s["simw"], s["size_sim"]), s["stub"], s["repl"]))
head.append("%-22s %9d %9s %9s %11s %9d %9d" % ("TOTAL", tot["n"], pct(tot["have"], tot["n"]), pct(tot["size_have"], tot["size"]),
pct(tot["simw"], tot["size_sim"]), tot["stub"], tot["repl"]))
head.append("")
head.append("upstream code reproduced (similarity x ported size / all upstream size): %s" % pct(tot["simw"] / max(1, tot["size_sim"]) * tot["size_have"], tot["size"]))
for label, h, n, _, _ in api_rows: head.append("%-52s %4d / %4d %s" % (label, h, n, pct(h, n)))
head.append("%-52s %4d / %4d %s" % ("Enum values (imgui.h + imgui_internal.h)", enum_have, enum_n, pct(enum_have, enum_n)))
head.append("%-52s %4d / %4d %s" % ("Struct fields (imgui.h + imgui_internal.h)", field_have, field_n, pct(field_have, field_n)))
head.append("%d intentionally replaced by Lua equivalents [=] (%d functions, %d API declarations, %d struct fields), not counted above"
% (tot["repl"] + api_repl + field_repl, tot["repl"], api_repl, field_repl))
print("\n".join(head))
L = []
L.append("PORT STATUS: imgui-luau vs upstream Dear ImGui (docking, %s)" % re.search(r'IMGUI_VERSION\s+"([^"]+)"', open(os.path.join(UP, "imgui.h")).read()).group(1))
L.append("Generated by tools/compare_upstream.py - do not edit. Upstream sources: tools/test/upstream/.")
L.append("")
L.append("Columns: funcs = upstream function definitions (overloads merged), excluding [-] rows")
L.append(" ported = share that has a port definition with the same name")
L.append(" by size = same, weighted by upstream body size (tokens)")
L.append(" similarity = normalized token similarity of the ported bodies (difflib ratio), weighted by size")
L.append(" stubs = ported but (nearly) empty in the port")
L.append(" replaced = [=] rows: intentionally replaced by a Lua mechanism (REPLACED table), excluded from funcs")
L.append("Name-based matching: a renamed port function shows as [ ], a same-named one counts even if it differs. Treat as estimates.")
L.append("Port-only helpers called from a ported function (same file) are inlined before comparing, since the port splits some big functions.")
L.append("Known low scores that are not missing code: data-driven port code (e.g. DemoWindowTables' section table), the older 1.92")
L.append("polyline stroker (AddPolyline), Lua-native replacements (ImGuiStorage, ImStr*, ImFormatString -> string.format).")
L.append("")
L += head
L.append("")
L.append("Legend: [x] ported (sim %) [~] stub [ ] not ported [=] replaced by Lua equivalent (reason) [-] excluded (c++-only / obsolete / os-specific / #if 0 / test-engine)")
for f, rows in report:
L.append("")
L.append("=" * 100)
L.append("%s" % f)
L.append("=" * 100)
cur = None
for sec, mark, sim, u, p, note in rows:
if sec != cur:
cur = sec; L.append(""); L.append(" -- %s" % (sec or "(top)"))
where = "%s:%d" % (p.file, p.line) if p else ""
L.append(" %s %5s %-58s %-32s %s" % (mark, sim, u.key, where, note))
L.append("")
L.append("=" * 100)
L.append("API declarations not ported (by upstream line; [=] replacements excluded)")
L.append("=" * 100)
for label, h, n, missing, d in api_rows:
L.append(""); L.append(" %s: %d / %d" % (label, h, n))
cur = None
for k in missing:
if d[k][2] != cur: cur = d[k][2]; L.append(" -- %s" % (cur or "(top)"))
L.append(" [ ] ImGui::%s" % k)
L.append("")
L.append("=" * 100)
L.append("Enums (values ported / total; missing listed)")
L.append("=" * 100)
for nm, h, n, missing in enum_rows:
if not n: continue
L.append(" %-40s %4d / %4d%s" % (nm, h, n, (" missing: " + ", ".join(missing)) if missing else ""))
L.append("")
L.append("=" * 100)
L.append("Struct fields (name found in the port / total; missing listed; [=] replaced by Lua equivalent, excluded from total). Field names are matched globally, so common names may over-count.")
L.append("=" * 100)
for nm, h, n, missing, repl in field_rows:
L.append(" %-40s %4d / %4d%s%s" % (nm, h, n, (" missing: " + ", ".join(missing)) if missing else "",
(" [=] " + ", ".join("%s (%s)" % (x, replaced("%s::%s" % (nm, x))) for x in repl)) if repl else ""))
out = os.path.join(ROOT, "docs", "PORT_STATUS.txt")
open(out, "w").write("\n".join(L) + "\n")
print("\nwrote docs/PORT_STATUS.txt")
if __name__ == "__main__":
main()
+107
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@@ -0,0 +1,107 @@
#!/usr/bin/env python3
# Minifies a Lua/Luau file: drops comments, indentation, blank lines and spaces that don't separate tokens.
# Kept: strings (verbatim), "--!" directive lines (--!optimize, --!native, ...), @native attributes, and one newline
# wherever the source had one (so no ambiguous-call issues, and error line numbers stay roughly meaningful).
# python3 tools/minify.py IN OUT # write minified IN to OUT
# python3 tools/minify.py --same-code F.. # check F.. have the same code tokens as `git show HEAD:F` (comment-only edits)
# python3 tools/minify.py --same-code-as OLD NEW # same check between two files
# python3 tools/minify.py --test # self-check
import re, subprocess, sys
from functools import lru_cache
TOKEN = re.compile(r"""
(?P<ws>[ \t\r\n\f\v]+)
| (?P<lcom>--\[(?P<ceq>=*)\[.*?\](?P=ceq)\])
| (?P<com>--[^\n]*)
| (?P<lstr>\[(?P<seq>=*)\[.*?\](?P=seq)\])
| (?P<str>"(?:\\.|\\\n|[^"\\\n])*"|'(?:\\.|\\\n|[^'\\\n])*'|`(?:\\.|\\\n|[^`\\])*`)
| (?P<num>0[xX][0-9a-fA-F_]*(?:\.[0-9a-fA-F_]*)?(?:[pP][+-]?\d+)?[uUlLi]*|0[bB][01_]+|(?:\d[\d_]*(?:\.[\d_]*)?|\.\d[\d_]*)(?:[eE][+-]?\d+)?[uUlLi]*)
| (?P<name>@?[A-Za-z_]\w*)
| (?P<op>\.\.\.|\.\.=|//=|\.\.|==|~=|<=|>=|//|::|->|[-+*/%^]=|.)
""", re.S | re.X)
def tokenize(src):
"""[(kind, text, newline_before)]; comments/whitespace folded into newline_before ("--!" lines kept as 'dir')."""
out, nl, pos = [], False, 0
while pos < len(src):
m = TOKEN.match(src, pos)
kind, text = m.lastgroup, m.group(0)
if kind in ("ceq", "seq"): kind = "lcom" if text.startswith("--") else "lstr"
pos = m.end()
if kind == "ws" or kind == "lcom" or (kind == "com" and not text.startswith("--!")):
nl = nl or "\n" in text
continue
if kind == "com": kind = "dir"
if kind == "lstr" or kind == "str": kind = "str"
out.append((kind, text, nl))
nl = False
return out
@lru_cache(maxsize=None)
def glue_ok(a, b):
"""True if `a..b` with no space still tokenizes as exactly a, b."""
if re.match(r"\w", a[-1]) and re.match(r"\w", b[0]): return False # real lexers read `0then`/`x1` as one token
return [t for _, t, _ in tokenize(a + b)] == [a, b]
def minify(src):
toks, out = tokenize(src), []
prev = None
for kind, text, nl in toks:
if prev is not None:
if nl or prev[0] == "dir" or kind == "dir": out.append("\n")
elif kind == "str" or prev[0] == "str": # strings are self-delimiting; only `[` + `[[` would fuse
if kind == "str" and text[0] == "[" and prev[1].endswith("["): out.append(" ")
elif not glue_ok(prev[1], text):
out.append(" ")
out.append(text)
prev = (kind, text)
return "".join(out) + "\n"
def code(src):
return [(k, t) for k, t, _ in tokenize(src)]
def test():
cases = {
"local a = 1 -- c\nlocal b = a - -1\n": "local a=1\nlocal b=a- -1\n",
"x = 1 .. 2": "x=1 ..2\n",
"x = t[ [[s]] ]": "x=t[ [[s]]]\n",
"x = t[ [==[s]==] ]": "x=t[ [==[s]==]]\n",
"--!optimize 2\n--[[ long\ncomment ]] local s = 'a -- b' .. \"c\\\"d\"": "--!optimize 2\nlocal s='a -- b'..\"c\\\"d\"\n",
"@native\nfunction f(...) return ... end": "@native\nfunction f(...)return...end\n",
"a = b == c and d ~= e or f <= g": "a=b==c and d~=e or f<=g\n",
"x = 0x10 + 1e-5 + .5": "x=0x10+1e-5+.5\n",
"f(a)\n\n\n(g)(b)": "f(a)\n(g)(b)\n",
"s = [[a\n-- not a comment\n]]": "s=[[a\n-- not a comment\n]]\n",
"x = a / / b": "x=a/ /b\n",
"x = a . . b": "x=a. .b\n",
"if a == 0 then return 1 end": "if a==0 then return 1 end\n",
"x = 1 .. y": "x=1 ..y\n",
}
for src, want in cases.items():
got = minify(src)
assert got == want, (src, got, want)
assert code(minify(src)) == code(src), src
print("minify OK")
if __name__ == "__main__":
if sys.argv[1] == "--test":
test()
elif sys.argv[1] in ("--same-code", "--same-code-as"):
bad = 0
pairs = [(sys.argv[2], sys.argv[3])] if sys.argv[1] == "--same-code-as" else [(None, f) for f in sys.argv[2:]]
for ref, f in pairs:
old = open(ref).read() if ref else subprocess.run(["git", "show", "HEAD:" + f], capture_output=True, text=True, check=True).stdout
a, b = code(old), code(open(f).read())
if a != b:
bad += 1
i = next((i for i, (x, y) in enumerate(zip(a, b)) if x != y), min(len(a), len(b)))
print("%s: CODE CHANGED at token %d: %r -> %r" % (f, i, a[i:i + 6], b[i:i + 6]))
else:
print("%s: same code" % f)
sys.exit(1 if bad else 0)
else:
src = open(sys.argv[1], encoding="utf-8").read()
dst = minify(src)
assert code(dst) == code(src), "minify changed code tokens"
open(sys.argv[2], "w", encoding="utf-8").write(dst)
print("wrote %s (%d -> %d bytes, %.0f%%)" % (sys.argv[2], len(src.encode()), len(dst.encode()), 100.0 * len(dst) / len(src)))
+52
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@@ -0,0 +1,52 @@
#!/usr/bin/env bash
# All local checks: CI's "Check" step (release.yml) + every scripted test + whole demo forced open + LÖVE.
# Usage: tools/test/check_all.sh (prints PASS/FAIL per check, exit 1 if any failed)
# HASHES=1 tools/test/check_all.sh (also prints the draw-data checksums, see hashes.sh)
cd "$(dirname "$0")/../.."
export PATH="$PATH:/nix/store/2m2ja613nndihc8qm10f2rhq6znp1nh4-luau-0.734/bin:/nix/store/4qxq4arv32ly13kl3g0m5q80gm3a35xr-luajit-2.1.1741730670/bin"
T=$(mktemp -d /tmp/imgui_check.XXXX)
R="python3 tools/test/run.py --quiet --roblox --timeout 600"
# name | expected output | command
CHECKS=(
"readme|README OK|$R --main tools/test/scripts/t_readme.luau --frames 30"
"readme-min|README OK|MINIFY=1 $R --main tools/test/scripts/t_readme.luau --frames 30"
"cached|CACHED OK|$R --main tools/test/scripts/t_cached_window.luau --frames 130"
"fixes|FIXES OK|$R --main tools/test/scripts/t_fixes.luau --frames 55"
"debugtools|DEBUGTOOLS OK|$R --main tools/test/scripts/t_debugtools.luau --frames 65"
"helpers|HELPERS OK|$R --main tools/test/scripts/t_helpers.luau --frames 45"
"multiselect|MULTISELECT OK|$R --main tools/test/scripts/t_multiselect.luau --frames 380"
"nodemo|NODEMO OK|NO_DEMO=1 $R --main tools/test/scripts/t_nodemo.luau --frames 25"
"widgets|OK|$R --main tools/test/scripts/t_widgets.luau --frames 80"
"tables|OK|$R --main tools/test/scripts/t_tables.luau --frames 150"
"tabs|scrollbtn.true|$R --main tools/test/scripts/t_tabs.luau --frames 60"
"modal|round trip ok|$R --main tools/test/scripts/t_modal.luau --frames 40"
"dock|DOCK OK|$R --main tools/test/scripts/t_dock.luau --frames 60"
"dock_close|DOCK CLOSE OK|$R --main tools/test/scripts/t_dock_close.luau --frames 60"
"dock_drag|OK|$R --main tools/test/scripts/t_dock_drag.luau --frames 80"
"dock_ini|ROUNDTRIP OK|$R --main tools/test/scripts/t_dock_ini.luau --frames 60"
"dock_move|OK|$R --main tools/test/scripts/t_dock_move.luau --frames 80"
"passthru|PASSTHRU OK|$R --main tools/test/scripts/t_passthru.luau --frames 40"
"fonts|FONTS OK|$R --main tools/test/scripts/t_fonts.luau --frames 8"
"textproxy|PROXY OK|$R --main tools/test/scripts/t_textproxy.luau --frames 30"
"style_editor|SE OK|$R --main tools/test/scripts/t_style_editor.luau --frames 20"
"style_leak|STYLE OK|$R --main tools/test/scripts/t_style_leak.luau --frames 60 --open"
"apps|APPS OK|$R --main tools/test/scripts/t_apps.luau --frames 120 --open"
"libhash|LIBHASH|NO_DEMO=1 $R --main tools/test/scripts/t_libhash.luau --frames 120"
"demo_open|DRAWHASH|$R --main tools/test/scripts/t_drawhash.luau --frames 150 --open"
"demo_random|^|python3 tools/test/run.py --roblox --timeout 600 --frames 400 --open"
"pixels|PIXELS SAME|a=\$($R --main tools/test/scripts/t_pixels.luau --frames 600 | grep -P '^PIX\t'); b=\$(RUN_FLAGS=ARG_FORCE=true $R --main tools/test/scripts/t_pixels.luau --frames 600 | grep -P '^PIX\t'); [ -n \"\$a\" ] && [ \"\$a\" = \"\$b\" ] && echo PIXELS SAME"
"shot|wrote|python3 tools/test/shot.py /tmp/imgui_shot.png --app"
"love|DRAWHASH|python3 tools/bundle.py --target love >/dev/null && luajit tools/test/love/t_drawhash.lua 60 Widgets,Basic && luajit tools/test/love/t_examples.lua"
)
run() { # $1=name $2=expect $3=cmd
bash -c "$3" > "$T/$1.txt" 2>&1; code=$?
if [ $code -eq 0 ] && grep -q "$2" "$T/$1.txt" && ! grep -qiE "error|traceback|stack begin|FAIL" "$T/$1.txt"; then echo "PASS $1"
else echo "FAIL $1 (exit $code, log $T/$1.txt)"; tail -5 "$T/$1.txt" | sed 's/^/ /'; fi
}
for c in "${CHECKS[@]}"; do IFS='|' read -r n e cmd <<< "$c"; run "$n" "$e" "$cmd" & done > "$T/summary.txt"
wait
sort "$T/summary.txt"
[ -n "$HASHES" ] && tools/test/hashes.sh
! grep -q "^FAIL" "$T/summary.txt"
+23
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@@ -0,0 +1,23 @@
#!/usr/bin/env bash
# Draw-data checksums of the working tree vs a git rev (default HEAD), to prove a change renders identically.
# tools/test/hashes.sh [rev]
# lib = t_libhash (library only, no demo): must stay equal unless rendering is meant to change
# demo = t_drawhash with Widgets,Basic / whole demo open: changes with any demo edit
cd "$(dirname "$0")/../.."
export PATH="$PATH:/nix/store/2m2ja613nndihc8qm10f2rhq6znp1nh4-luau-0.734/bin:/nix/store/4qxq4arv32ly13kl3g0m5q80gm3a35xr-luajit-2.1.1741730670/bin"
REV=${1:-HEAD}
hashes() { # $1 = repo dir
( cd "$1"
R="python3 tools/test/run.py --quiet --roblox --timeout 600"
echo "lib $(NO_DEMO=1 $R --main "$OLDPWD/tools/test/scripts/t_libhash.luau" --frames 120 | grep -o 'LIBHASH.*')" &
echo "demo-basic $($R --main tools/test/scripts/t_drawhash.luau --frames 150 --open-only Widgets,Basic | grep -o 'DRAWHASH.*')" &
echo "demo-all $($R --main tools/test/scripts/t_drawhash.luau --frames 150 --open | grep -o 'DRAWHASH.*')" &
echo "love-basic $(python3 tools/bundle.py --target love >/dev/null; luajit tools/test/love/t_drawhash.lua 60 Widgets,Basic | grep -o 'DRAWHASH.*')" &
wait ) | tr "\t" " " | sort
}
W=$(mktemp -d /tmp/imgui_rev.XXXX)
git worktree add -q --detach "$W" "$REV"
hashes "$W" > "$W.old" & hashes . > "$W.new"; wait
git worktree remove --force "$W"
echo "check $REV working tree"
paste "$W.old" "$W.new" | awk -F'\t' '{split($1,a," "); split($2,b," "); printf "%-12s %-30s %-30s %s\n", a[1], a[3], b[3], (a[3]==b[3]?"same":"CHANGED")}'
+1 -1
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@@ -4,4 +4,4 @@ set -e
cd "$(dirname "$0")/../../.."
python3 tools/bundle.py --target love >/dev/null
nix-shell -p luajit --run "luajit tools/test/love/t_drawhash.lua 150 Widgets,Basic && luajit tools/test/love/t_drawhash.lua 150 all && luajit tools/test/love/t_examples.lua"
echo "expected (Luau, tools/test/scripts/t_drawhash.luau): 1385106188 / 1292122782"
echo "expected (Luau, tools/test/scripts/t_drawhash.luau): 154977593 / 263656315"
+2 -2
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@@ -1,5 +1,5 @@
-- Runs examples/example_love and examples/example_shared main.lua headless under LuaJIT (mock love) for some frames.
for _, ex in ipairs({ "examples/example_love", "examples/example_shared" }) do
-- Runs examples/example_love main.lua headless under LuaJIT (mock love) for some frames.
for _, ex in ipairs({ "examples/example_love" }) do
dofile("tools/test/love/mock_love.lua")
love.filesystem.getSource = function() return ex end
love.filesystem.load = function(p) return assert(loadfile(ex .. "/" .. p)) end
+3 -1
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@@ -16,6 +16,8 @@ G = "game, workspace, Instance, Enum, Vector2, Vector3, UDim2, Color3, Content,
def build_run(args, flags):
subprocess.run([sys.executable, os.path.join(ROOT, "tools", "bundle.py"), TMP] + (["--no-demo"] if os.environ.get("NO_DEMO") else []), check=True, stdout=subprocess.DEVNULL)
if os.environ.get("MINIFY"): # test the minified bundle instead (error line numbers won't map back to sources)
subprocess.run([sys.executable, os.path.join(ROOT, "tools", "minify.py"), os.path.join(TMP, "ImGui.luau"), os.path.join(TMP, "ImGui.luau")], check=True, stdout=subprocess.DEVNULL)
out = ["--" if args.roblox else "--!native", "--!optimize 2", flags, "local SOURCE_FNS = {}"]
def add(key, path):
s = "\n".join(l for l in open(path).read().split("\n") if not l.startswith("--!"))
@@ -66,7 +68,7 @@ def main():
ap.add_argument("--quiet", action="store_true", help="no random input (scripted tests drive io themselves)")
args = ap.parse_args()
code, out = run(args, "")
code, out = run(args, os.environ.get("RUN_FLAGS", ""))
print(out if os.environ.get("FULL_OUTPUT") else out[-4000:])
sys.exit(code)
+1 -1
View File
@@ -7,7 +7,7 @@ io.ConfigFlags = bit32.bor(io.ConfigFlags, G.ImGuiConfigFlags.DockingEnable)
G.ImGui_ImplRoblox.Init()
local names = { "ShowExampleAppConsole", "ShowExampleAppLog", "ShowExampleAppLayout", "ShowExampleAppPropertyEditor", "ShowExampleAppLongText",
"ShowExampleAppAutoResize", "ShowExampleAppConstrainedResize", "ShowExampleAppSimpleOverlay", "ShowExampleAppWindowTitles",
"ShowExampleAppCustomRendering", "ShowExampleAppDocuments", "ShowExampleAppDockSpace", "ShowExampleAppFullscreen", "ShowExampleAppAssetsBrowser", "ShowExampleAppMainMenuBar" }
"ShowExampleAppCustomRendering", "ShowExampleAppDocuments", "ShowExampleAppDockSpace", "ShowExampleAppFullscreen", "ShowExampleAppAssetsBrowser", "ShowExampleAppMainMenuBar", "ShowExampleAppImageViewer" }
local tools = { "ShowMetricsWindow", "ShowDebugLogWindow", "ShowIDStackToolWindow", "ShowAboutWindow" }
local open = {}
local frame = 0
+92
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@@ -0,0 +1,92 @@
-- Debug tools + misc imgui.cpp ports: item picker, DebugFlashStyleColor, DebugLocateItem, context hooks, AddInputCharactersUTF8, ImBezierCubicClosestPoint
local G = require(game:GetService("ReplicatedStorage"):WaitForChild("ImGui"))
local ImGui, ImVec2 = G.ImGui, G.ImVec2
local ctx = ImGui.CreateContext(); G.ImGui_ImplRoblox.Init()
local io = ImGui.GetIO()
local failed = {}
local function check(ok, msg) if not ok then table.insert(failed, msg); print("FAIL " .. msg) end end
-- ImBezierCubicClosestPoint: straight-line cubic (0,0)-(30,0)-(60,0)-(90,0): closest point to (45,10) is (45,0)
local p1, p2, p3, p4 = ImVec2(0, 0), ImVec2(30, 0), ImVec2(60, 0), ImVec2(90, 0)
local cp = G.ImBezierCubicClosestPoint(p1, p2, p3, p4, ImVec2(45, 10), 20)
check(math.abs(cp.x - 45) < 1e-3 and math.abs(cp.y) < 1e-6, ("ImBezierCubicClosestPoint %g,%g"):format(cp.x, cp.y))
-- Curved: result must lie on the curve (distance to a dense sampling of the curve ~0) and beat the endpoints
local q1, q2, q3, q4 = ImVec2(0, 0), ImVec2(0, 100), ImVec2(100, 100), ImVec2(100, 0)
local target = ImVec2(50, 120)
for _, r in { G.ImBezierCubicClosestPoint(q1, q2, q3, q4, target, 64), G.ImBezierCubicClosestPointCasteljau(q1, q2, q3, q4, target, 0.25) } do
check(math.abs(r.x - 50) < 0.5 and math.abs(r.y - 75) < 0.5, ("closest point on curve %g,%g (expected ~50,75)"):format(r.x, r.y))
end
-- AddInputCharactersUTF8 queues one Text event per codepoint
io:AddInputCharactersUTF8("a\u{e9}\u{20ac}\u{1F600}")
local chars = {}
for _, e in ctx.InputEventsQueue.Data do if e.Type == G.ImGuiInputEventType.Text then table.insert(chars, e.Text.Char) end end
-- (this build has IM_UNICODE_CODEPOINT_MAX = 0xFFFF like upstream's default ImWchar16: U+1F600 becomes IM_UNICODE_CODEPOINT_INVALID)
check(#chars == 4 and chars[1] == 0x61 and chars[2] == 0xE9 and chars[3] == 0x20AC and chars[4] == ((G.IM_UNICODE_CODEPOINT_MAX >= 0x1F600) and 0x1F600 or 0xFFFD), "AddInputCharactersUTF8 " .. table.concat(chars, ","))
-- Context hooks
local log = {}
local function hook(t, name)
local h = G.ImGuiContextHook(); h.Type = t; h.Callback = function(c, hk) table.insert(log, name) end
return ImGui.AddContextHook(ctx, h)
end
local T = G.ImGuiContextHookType
hook(T.NewFramePre, "nfpre"); hook(T.NewFramePost, "nfpost"); hook(T.RenderPre, "rpre"); local rpost = hook(T.RenderPost, "rpost")
-- Context defaults (ImGuiContext()/ImGuiIO() constructors, upstream values)
check(ctx.DebugFlashStyleColorIdx == G.ImGuiCol.COUNT and ctx.ActiveIdSource == G.ImGuiInputSource.None and io.MouseSource == G.ImGuiMouseSource.Mouse
and ctx.DebugBreakKeyChord == G.ImGuiKey.Pause and ctx.DebugItemPickerActive == false and ctx.DebugLocateId == 0 and ctx.CurrentPixelDensity == 1.0, "context defaults")
check(T.PendingRemoval_ == 7 and T.Shutdown == 6, "ImGuiContextHookType values")
check(io.BackendPlatformName == "imgui_impl_roblox" and io.BackendRendererName == "imgui_impl_roblox", "BackendPlatformName/BackendRendererName")
check((os.date == nil) == (ImGui.GetPlatformIO().Platform_SessionDate == 0), "Platform_SessionDate set from os.date() when available") -- (the test sandbox has no os.date)
ImGui.GetPlatformIO().Platform_SessionDate = 20261015 -- exercise the metrics Settings section date code
-- Style color flash
local col = ImGui.GetStyle().Colors[G.ImGuiCol.Button]
local orig = { col.x, col.y, col.z, col.w }
local f, rect, picked, broke, button_id = 0, nil, nil, 0, 0
ctx.DebugBreakCallback = function() broke += 1 end
game:GetService("RunService").Stepped:Connect(function()
f += 1
G.ImGui_ImplRoblox.NewFrame()
if rect and f == 5 then io:AddMousePosEvent((rect[1].x + rect[2].x) / 2, (rect[1].y + rect[2].y) / 2) end
if f == 6 then ImGui.DebugStartItemPicker() end
if f == 8 then io:AddMouseButtonEvent(0, true) elseif f == 9 then io:AddMouseButtonEvent(0, false) end
ImGui.NewFrame()
if f == 1 then check(table.concat(log, " ") == "nfpre nfpost", "hooks after NewFrame: " .. table.concat(log, " ")) end
if f == 8 then picked = ctx.DebugItemPickerBreakId end
if f == 3 then ImGui.DebugFlashStyleColor(G.ImGuiCol.Button) end
ImGui.SetNextWindowPos(ImVec2(10, 10), G.ImGuiCond.Always)
ImGui.Begin("DebugTools")
ImGui.Button("Target")
if f == 2 then local a, b = ImGui.GetItemRectMin(), ImGui.GetItemRectMax(); rect = { ImVec2(a.x, a.y), ImVec2(b.x, b.y) } end
local target_id = ctx.LastItemData.ID
button_id = target_id
if f == 12 then ImGui.DebugLocateItem(target_id) end
if f == 13 then check(ctx.DebugLocateId == 0, "DebugLocateItem resolved by ItemAdd()") end
ImGui.DebugDrawItemRect(); ImGui.DebugDrawCursorPos(); ImGui.DebugDrawLineExtents()
ImGui.DebugTextUnformattedWithLocateItem(("id 0x%08X here"):format(target_id))
ImGui.End()
if f == 3 then -- open the metrics Settings/InputText sections
local mw = ImGui.FindWindowByName("Dear ImGui Metrics/Debugger")
for _, lbl in { "Settings", "SettingsWindows", "SettingsTables", "InputText" } do mw.DC.StateStorage[mw:GetID(lbl)] = true end
ctx.DebugMetricsConfig.SettingsHighlightOldEntries = true
end
ImGui.SetNextWindowPos(ImVec2(400, 10), G.ImGuiCond.Always); ImGui.ShowMetricsWindow()
ImGui.SetNextWindowPos(ImVec2(400, 300), G.ImGuiCond.Always); ImGui.ShowDebugLogWindow()
if f == 4 then
local c = ImGui.GetStyle().Colors[G.ImGuiCol.Button]
check(c.w == 1.0 and ctx.DebugFlashStyleColorIdx == G.ImGuiCol.Button, "flash active")
end
ImGui.Render(); G.ImGui_ImplRoblox.RenderDrawData(ImGui.GetDrawData())
if f == 1 then check(table.concat(log, " ") == "nfpre nfpost rpre rpost", "hooks after Render: " .. table.concat(log, " ")); ImGui.RemoveContextHook(ctx, rpost) end
if f == 2 then check(table.concat(log, " ") == "nfpre nfpost rpre rpost nfpre nfpost rpre", "RemoveContextHook: " .. table.concat(log, " ")) end
if f == 60 then
local c = ImGui.GetStyle().Colors[G.ImGuiCol.Button]
check(c.x == orig[1] and c.y == orig[2] and c.z == orig[3] and c.w == orig[4] and ctx.DebugFlashStyleColorIdx == G.ImGuiCol.COUNT, "flash restored color exactly")
check(picked ~= nil and picked ~= 0 and picked == button_id, ("item picker set DebugItemPickerBreakId (%s vs %s)"):format(tostring(picked), tostring(button_id)))
check(not ctx.DebugItemPickerActive and broke >= 1, ("item picker break hook called (%d)"):format(broke))
if #failed == 0 then print("DEBUGTOOLS OK") end
end
end)
+68
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-- Docked windows (floating split node) stop being submitted: the host lingers one frame, its bodies must be filled
-- with the windows' bg colour (node.LastBgColor), not white, and everything must be gone within a few frames.
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local RunService = game:GetService("RunService")
local G = require(ReplicatedStorage:WaitForChild("ImGui"))
local ImGui, ImVec2 = G.ImGui, G.ImVec2
ImGui.CreateContext()
local io = ImGui.GetIO()
io.ConfigFlags = bit32.bor(io.ConfigFlags, G.ImGuiConfigFlags.DockingEnable)
G.ImGui_ImplRoblox.Init()
local frame, closed_at, done = 0, 31, false
RunService.Stepped:Connect(function()
if done then return end
frame += 1
G.ImGui_ImplRoblox.NewFrame()
ImGui.NewFrame()
if frame == 2 then
local id = ImGui.GetID("floating")
ImGui.DockBuilderRemoveNode(id)
ImGui.DockBuilderAddNode(id, 0)
ImGui.DockBuilderSetNodePos(id, ImVec2(100, 100))
ImGui.DockBuilderSetNodeSize(id, ImVec2(600, 400))
local left, right = ImGui.DockBuilderSplitNode(id, G.ImGuiDir.Left, 0.5)
ImGui.DockBuilderDockWindow("A", left)
ImGui.DockBuilderDockWindow("B", right)
ImGui.DockBuilderFinish(id)
end
if frame < closed_at then
for _, n in { "A", "B" } do
if ImGui.Begin(n) then ImGui.Text("window " .. n) end
ImGui.End()
end
end
if frame == closed_at - 1 then
local a, b = ImGui.FindWindowByName("A"), ImGui.FindWindowByName("B")
assert(a.DockNode and b.DockNode and a.DockNode ~= b.DockNode and a.DockNode.HostWindow, "A, B docked side by side")
end
ImGui.Render()
local dd = ImGui.GetDrawData()
if frame >= closed_at then
for _, dl in dd.CmdLists:iter() do
-- white vertices spanning a big area = a white body fill (white text glyphs are small)
local vb, x0, y0, x1, y1 = dl.VtxBuffer.Buf, math.huge, math.huge, -math.huge, -math.huge
for _, pcmd in dl.CmdBuffer:iter() do
for i = pcmd.IdxOffset + 1, pcmd.IdxOffset + pcmd.ElemCount do
local o = (pcmd.VtxOffset + dl.IdxBuffer.Data[i] - 1) * G.VTX_STRIDE
if buffer.readu32(vb, o + 32) == 0xFFFFFFFF then
local x, y = buffer.readf64(vb, o), buffer.readf64(vb, o + 8)
x0, y0, x1, y1 = math.min(x0, x), math.min(y0, y), math.max(x1, x), math.max(y1, y)
end
end
end
assert(not (x1 - x0 > 100 and y1 - y0 > 100), "white fill on frame " .. frame)
end
if dd.TotalVtxCount == 0 then
G.ImGui_ImplRoblox.RenderDrawData(dd)
for _, set in io.BackendPlatformUserData.Layers do
for kind = 1, 3 do assert(not (set[kind] and set[kind].Visible), "backend layer still visible after close") end
end
print("DOCK CLOSE OK after", frame - closed_at + 1, "frames")
done = true
return
else
assert(frame < closed_at + 3, "docked windows still drawn " .. (frame - closed_at + 1) .. " frames after close")
end
end
G.ImGui_ImplRoblox.RenderDrawData(dd)
end)
+142
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-- Regressions vs upstream: clipboard paste filter (InputTextEx), ImParseFormatTrimDecorations (Ctrl+click temp input), ShrinkWidths tie order,
-- CalcItemSize by value, PushClipRectFullScreen (drop target outside clip rect), long TextUnformatted, PushFont/PopFont, InputTextMultiline line index (render/scroll/edit), Shortcut() default
-- args, IsWindowAppearing() on frame 1 (FrameCount starts at 0), ColorButton -> ColorEdit4 drag and drop
local G = require(game:GetService("ReplicatedStorage"):WaitForChild("ImGui"))
local ImGui, ImVec2 = G.ImGui, G.ImVec2
ImGui.CreateContext()
ImGui.GetIO().Fonts:AddFontDefault()
local font2 = ImGui.GetIO().Fonts:AddFontDefault() -- second font for the PushFont/PopFont check
G.ImGui_ImplRoblox.Init()
local io = ImGui.GetIO()
local failed = {}
local function check(ok, msg) if not ok then table.insert(failed, msg); print("FAIL " .. msg) end end
-- ShrinkWidths: equal widths sort by Index descending (upstream ShrinkWidthItemComparer), so the rounding remainder goes to the highest Index first
local items = {}
for i = 1, 4 do local it = G.ImGuiShrinkWidthItem(); it.Index = i - 1; it.Width = 100; it.InitialWidth = 100; items[i] = it end
ImGui.ShrinkWidths(items, 1, 4, 2.0, 10.0)
local w = {}
for _, it in items do w[it.Index] = it.Width end
check(w[3] == 100 and w[2] == 100 and w[1] == 99 and w[0] == 99, ("ShrinkWidths widths %s %s %s %s"):format(w[0], w[1], w[2], w[3]))
check(G.ImFloor(-1.5) == -2 and G.ImFloor(-0.2) == -1 and G.ImFloor(2.7) == 2, "ImFloor negative")
local long_text = {}
for i = 1, 300 do long_text[i] = string.format("line %04d", i) end
long_text = table.concat(long_text, "\n") -- 2999 bytes
local function edit_text()
local st = ImGui.GetCurrentContext().InputTextState
return G.ImGui._ByteArrayToString(st.TextA.Data, 1, st.TextLen + 1)
end
local buf = ImGui.NewTextBuffer("", 64)
local f, sf, di = 0, 45.0, 50
local rects = {}
local function rect() local a, b = ImGui.GetItemRectMin(), ImGui.GetItemRectMax(); return { ImVec2(a.x, a.y), ImVec2(b.x, b.y) } end -- copies: GetItemRectMin() returns the live LastItemData.Rect.Min
local function click(name, ctrl)
local r = rects[name]
io:AddMousePosEvent((r[1].x + r[2].x) / 2, (r[1].y + r[2].y) / 2)
if ctrl then io:AddKeyEvent(G.ImGuiMod_Ctrl, true) end
io:AddMouseButtonEvent(0, true)
end
local function release() io:AddMouseButtonEvent(0, false); io:AddKeyEvent(G.ImGuiMod_Ctrl, false) end
local function key(k) io:AddKeyEvent(k, true); io:AddKeyEvent(k, false) end
local function center(name) local r = rects[name]; return (r[1].x + r[2].x) / 2, (r[1].y + r[2].y) / 2 end
local ml_text = "line1\nline2\nline3\nline4\nline5\nline6"
local mbuf = ImGui.NewTextBuffer(ml_text, 256)
local wbuf = ImGui.NewTextBuffer("a long line that has to be word wrapped several times inside the narrow box\nsecond", 256)
local shortcut_frames = {}
local cb_col, ce_col = G.ImVec4(1, 0, 0, 1), { 0, 0, 0, 1 }
game:GetService("RunService").Stepped:Connect(function()
f += 1
G.ImGui_ImplRoblox.NewFrame()
if f == 3 then click("t") elseif f == 4 then release() end
-- clipboard: tab is filtered out (single line, no AllowTabInput), é is 2 bytes
if f == 6 then ImGui.SetClipboardText("ab\tc\u{e9}"); io:AddKeyEvent(G.ImGuiMod_Ctrl, true); io:AddKeyEvent(G.ImGuiKey.V, true) end
if f == 7 then io:AddKeyEvent(G.ImGuiKey.V, false); io:AddKeyEvent(G.ImGuiMod_Ctrl, false) end
if f == 9 then key(G.ImGuiKey.Escape) end
if f == 11 then click("s", true) elseif f == 12 then release() end
if f == 14 then key(G.ImGuiKey.Escape) end
if f == 16 then click("d", true) elseif f == 17 then release() end
-- multi-line: click, Ctrl+End, type "x", Enter, "y"
if f == 21 then click("m") elseif f == 22 then release() end
if f == 23 then io:AddKeyEvent(G.ImGuiMod_Ctrl, true); io:AddKeyEvent(G.ImGuiKey.End, true) end
if f == 24 then io:AddKeyEvent(G.ImGuiKey.End, false); io:AddKeyEvent(G.ImGuiMod_Ctrl, false) end
if f == 25 then io:AddInputCharacter(string.byte("x")) end
if f == 26 then key(G.ImGuiKey.Enter) end
if f == 28 then io:AddInputCharacter(string.byte("y")) end
if f == 29 then io:AddKeyEvent(G.ImGuiMod_Ctrl, true); io:AddKeyEvent(G.ImGuiKey.A, true) end -- select all: renders the multi-line selection
if f == 30 then io:AddKeyEvent(G.ImGuiKey.A, false); io:AddKeyEvent(G.ImGuiMod_Ctrl, false) end
if f == 31 then key(G.ImGuiKey.Escape) end
-- Shortcut(chord) with default flags/owner
if f == 33 then io:AddKeyEvent(G.ImGuiMod_Ctrl, true); io:AddKeyEvent(G.ImGuiKey.S, true) end
if f == 34 then io:AddKeyEvent(G.ImGuiKey.S, false); io:AddKeyEvent(G.ImGuiMod_Ctrl, false) end
-- drag the ColorButton onto the ColorEdit4
if f == 36 then io:AddMousePosEvent(center("cb")) end
if f == 37 then io:AddMouseButtonEvent(0, true) end
if f == 38 then local x, y = center("cb"); io:AddMousePosEvent(x + 10, y + 5) end
if f == 39 then io:AddMousePosEvent(center("ce")) end
if f == 42 then io:AddMouseButtonEvent(0, false) end
-- word-wrapped multi-line: click, Ctrl+End, type "z"
if f == 45 then click("w") elseif f == 46 then release() end
if f == 47 then io:AddKeyEvent(G.ImGuiMod_Ctrl, true); io:AddKeyEvent(G.ImGuiKey.End, true) end
if f == 48 then io:AddKeyEvent(G.ImGuiKey.End, false); io:AddKeyEvent(G.ImGuiMod_Ctrl, false) end
if f == 49 then io:AddInputCharacter(string.byte("z")) end
ImGui.NewFrame()
ImGui.SetNextWindowPos(ImVec2(10, 10)); ImGui.SetNextWindowSize(ImVec2(300, 200))
ImGui.Begin("T")
if f == 1 then check(ImGui.GetFrameCount() == 1 and ImGui.IsWindowAppearing(), "IsWindowAppearing() on frame 1") end
if f == 2 then check(not ImGui.IsWindowAppearing(), "IsWindowAppearing() on frame 2") end
ImGui.InputText("##t", buf, 64); rects.t = rect()
sf = ImGui.SliderFloat("##s", sf, 0.0, 100.0, "%.0f deg"); rects.s = rect()
di = ImGui.DragInt("##d", di, 1, 0, 100, "%d%%"); rects.d = rect()
-- CalcItemSize takes 'size' by value: the caller's ImVec2 must not be written to
local bsz, csz = ImVec2(0, 0), ImVec2(-1, 40)
ImGui.Button("sz", bsz); check(bsz.x == 0 and bsz.y == 0, "Button wrote size_arg")
ImGui.BeginChild("c", csz); ImGui.EndChild(); check(csz.x == -1 and csz.y == 40, "BeginChild wrote size_arg")
-- drop target rect sticking out of the window clip rect pushes a full-screen clip rect
ImGui.RenderDragDropTargetRectForItem(G.ImRect(-50, -50, 900, 900))
ImGui.End()
ImGui.SetNextWindowPos(ImVec2(320, 10)); ImGui.SetNextWindowSize(ImVec2(300, 200))
ImGui.Begin("M")
ImGui.InputTextMultiline("##m", mbuf, 256, ImVec2(200, ImGui.GetTextLineHeight() * 3)); rects.m = rect()
if f == 30 then
local st = ImGui.GetCurrentContext().InputTextState
check(st.LineCount == 7, "multiline LineCount " .. tostring(st.LineCount))
local cw -- the multi-line child window: cursor on the last line scrolled it
for _, w in ImGui.GetCurrentContext().Windows.Data do if w.Name:find("^M/##m_") then cw = w end end
check(cw ~= nil and cw.Scroll.y > 0, "multiline scroll " .. tostring(cw and cw.Scroll.y))
end
ImGui.InputTextMultiline("##w", wbuf, 256, ImVec2(120, 80), G.ImGuiInputTextFlags.WordWrap); rects.w = rect()
if f == 30 then check(ImGui.GetCurrentContext().InputTextState:HasSelection(), "multiline select all") end
if ImGui.Shortcut(bit32.bor(G.ImGuiMod_Ctrl, G.ImGuiKey.S)) then shortcut_frames[f] = true end
ImGui.End()
ImGui.SetNextWindowPos(ImVec2(10, 220)); ImGui.SetNextWindowSize(ImVec2(300, 150))
ImGui.Begin("D")
ImGui.ColorButton("cb", cb_col); rects.cb = rect()
ImGui.ColorEdit4("##ce", ce_col); rects.ce = rect()
ImGui.End()
-- TextUnformatted() > 2000 bytes (coarse-clipped long text path): each visible line renders only up to its '\n'
ImGui.SetNextWindowPos(ImVec2(320, 220)); ImGui.SetNextWindowSize(ImVec2(300, 150))
ImGui.Begin("L")
local dl = ImGui.GetWindowDrawList()
local v0 = dl.VtxBuffer.Size
ImGui.TextUnformatted(long_text)
local nv = dl.VtxBuffer.Size - v0
if f == 3 then check(nv > 0 and nv <= 14 * 9 * 4, "long TextUnformatted vertices " .. nv) end
-- PushFont() saves the CURRENT font: PopFont() must restore it
local font1 = ImGui.GetFont()
check(font2 ~= font1, "font2 is the default font"); ImGui.PushFont(font2, 0.0); ImGui.PopFont()
if f == 3 then check(ImGui.GetFont() == font1, "PopFont() did not restore the previous font") end
ImGui.End()
ImGui.Render(); G.ImGui_ImplRoblox.RenderDrawData(ImGui.GetDrawData())
if f == 8 then check(edit_text() == "abc\u{e9}", "paste: '" .. edit_text() .. "'") end
if f == 13 then check(edit_text() == "45", "SliderFloat temp input: '" .. edit_text() .. "'") end
if f == 18 then check(edit_text() == "50", "DragInt temp input: '" .. edit_text() .. "'") end
if f == 30 then check(ImGui.TextBufferToString(mbuf) == ml_text .. "x\ny", "multiline buffer: '" .. ImGui.TextBufferToString(mbuf) .. "'") end
if f == 35 then check(shortcut_frames[33] and not shortcut_frames[32] and not shortcut_frames[34], "Shortcut(Ctrl+S) default args") end
if f == 44 then check(ce_col[1] == 1 and ce_col[2] == 0 and ce_col[3] == 0 and ce_col[4] == 1, ("color drop: %s %s %s %s"):format(ce_col[1], ce_col[2], ce_col[3], ce_col[4])) end
if f == 51 then check(ImGui.TextBufferToString(wbuf):sub(-7) == "secondz", "word-wrap buffer: '" .. ImGui.TextBufferToString(wbuf) .. "'") end
if f == 52 and #failed == 0 then print("FIXES OK") end
end)
+174
View File
@@ -0,0 +1,174 @@
-- Font pieces: ImFontGlyphRangesBuilder, ImFont:CalcWordWrapPosition() vs TextWrapped(), IsGlyphRangeUnused(),
-- stb_decompress + Decode85 via AddFontFromMemoryCompressedBase85TTF() (same glyphs/metrics as the raw TTF).
local G = require(game:GetService("ReplicatedStorage"):WaitForChild("ImGui"))
local ImGui, ImVec2 = G.ImGui, G.ImVec2
ImGui.CreateContext(); G.ImGui_ImplRoblox.Init()
local io = ImGui.GetIO()
local failed = {}
local function check(ok, msg) if not ok then table.insert(failed, msg); print("FAIL " .. msg) end end
-- GlyphRangesBuilder
local builder = G.ImFontGlyphRangesBuilder()
builder:AddText("Hello \u{e9}")
local ranges = G.ImVector()
builder:BuildRanges(ranges)
local got = table.concat(table.move(ranges.Data, 1, ranges.Size, 1, {}), ",")
check(got == "32,32,72,72,101,101,108,108,111,111,233,233,0", "BuildRanges " .. got)
builder:Clear()
builder:AddRanges(io.Fonts:GetGlyphRangesDefault())
builder:AddChar(0x41) -- already in range
ranges = G.ImVector(); builder:BuildRanges(ranges)
check(ranges.Size == 3 and ranges.Data[1] == 0x20 and ranges.Data[2] == 0xFF and ranges.Data[3] == 0, "AddRanges default")
check(builder:GetBit(0x20) and not builder:GetBit(0x1F) and not builder:GetBit(0x100), "GetBit")
-- stb-compressed + base85 ProggyClean.ttf (generated with an stb_compress-format encoder + binary_to_compressed_c's base85)
local B85 = ([==[
7])#######hV0qs#####]h?>#/:jl&Ql#v#[Zre=N=K_o(-(##mQ%##B>A0F_%#g(g/'##r[(##PF6'I</,GM*BiC$v%###s,0%J*RB8O+d68%eKRrQ(.d<BW_*vCL%###E%###:d@UC%)BE#=.>>#'####<_[FH
O97MKO->>#i6YY#i1JuB5eI`[VRUV$=.<T7oH[^ICAS5#T.>>#K####+>00FnH/5`S7g1TS->>#k%S+Hot3>MYJGiTLPUV$>eFVCUwS>#9G:;$n%###Sh(a1aA.;6BE-hAeI1=#au8eZ2D$CI[Mn20Gb?=iMPrIL
DSGkFI5>##Q+`AMB%]`ac<%##CFgn*<WFX:&M'^#3@:B#`2B2#[0b30lOj)#-####.%*=Cvf./LVSiHdaT_n#X$###csu8.r:%)34Dk>$<,;.OOMDgEKnIS7EM9>ZoSAZ$*3)qMQv//L^MkA#wmCAMUnG<-7F>HM
DHw>Pt*p+M[ul=Q<O]CPUoINNUm+p7S<oG76Mqr)twv9Mt0[0#=S&r;QDqk+SEqFR@0p--.iPDN+Y')$PP;vnQbxRMqJQ*OD:H-M#C]GQJ-jBPO&%^Qmus+M3@C58qNO&#sNk,%?$xu#Fle&,W6=G2,Hb;-;wcP$
tPBuuE1V:vm3SML+x0B#/Dabh^KfW-j(.`&V8WQ-2$ZtQQpp5#l,$R#=`i['#l+S#Q*IX#6GMk#op/i#:n*x#tJV0$t#F=$X6iC$1/oh$TrKb$S/kt$&,)O%=q]E%o]n[%6dRd%lGTq%_#`C&$T1_&>Y^Y&2wbq&
TB-K'@IZC'%]#V'Uv'n'[R%1(D6?c(OD1$)e>Lr(Z*24)C5Yb)R/uY)#PPj)uaFu)pEt**@7KY*j<MS*5Nki*SAC?+x/x5+ugwH+;f6w+**;8,V?'+,3Y6W,pGkM,sgEa,%5h7-QbL,-Z8sL-.[r<-r;tI-5hnl-
Cnqc-CX86.QEKF.,hI9.1W`S%mQrV[C4s&#t3&KDU+DvZ)$SpA>O*dskh5??pb?^Y44[W7m@O9&/?o&YNgT?-'aPdsd(-qA0[9_#WMT9AcO#wm%e;e3?oWq/R1,XIghlWnL4mEX_v(R^+$4:A6.*x6Y+w_,ED)`,
PIDRpbf::fN$F.N4Bv:/>80xm6wgLiuWsFXrv)AHt/sl19::#%T1?Ynm49;SFb8/N7n.a><s3T0OpXm(4@4sf)_W/WEcIZ70Ne5_QYMTBLMbT0%t4Tph<HT^;n@*>$P%O)]J/0j$)macqO]pg2V2u$&t@##5f1$#
E@%%#Uqn%#fKb&#v&U'#0WH(#@2<)#Pc/*#a=#+#qnl+#+I`,#;$S-#KTF.#[/:/#l`-0#&;w0#6lj1#oiFJ('Moe2;4HZ$mgfX-b/g/HIt71#DRT<Lq8%dM$bLDNoaVV-Pm^dOJ@6##XaYx')_#&4Za=sQ-,7&4
Oe)>Pn<<>P0]15/$[K<Lrhci9h&@2LaX:9$;$Ne?L*'?76@Vp.%XK<LdcPe6%l^>$?:b1#^QZ`*uqmV-8lt.ZRwbVRqjtH*PhBQ(-t]N-0*aYMiEVq7a=W4#`6_c)$/*JL(L-^(]$wIMlcs(UsvHv,,rbA#/2u]O
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]==]):gsub("\n", "")
local raw_data, raw_size = G.ImStd.ImFileLoadToMemory("fonts/ProggyClean.ttf", "rb")
local raw = io.Fonts:AddFontFromMemoryTTF(raw_data, raw_size, 13.0)
local comp = io.Fonts:AddFontFromMemoryCompressedBase85TTF(B85, 13.0)
check(comp ~= nil, "AddFontFromMemoryCompressedBase85TTF returned nil")
local comp_data = comp.Sources.Data[1].FontData
local same = comp.Sources.Data[1].FontDataSize == raw_size
for n = 1, raw_size do if not same then break end same = comp_data[n] == raw_data[n] end
check(same, "decompressed bytes differ from fonts/ProggyClean.ttf")
local TEXT = "The quick brown fox jumps over the lazy dog again and again"
local W = 100
local f = 0
game:GetService("RunService").Stepped:Connect(function()
f += 1
G.ImGui_ImplRoblox.NewFrame()
ImGui.NewFrame()
ImGui.SetNextWindowPos(ImVec2(10, 10)); ImGui.SetNextWindowSize(ImVec2(400, 300))
ImGui.Begin("Fonts")
ImGui.PushFont(raw, 13.0)
ImGui.PushTextWrapPos(ImGui.GetCursorPosX() + W)
ImGui.TextWrapped(TEXT)
local wrapped_h = ImGui.GetItemRectSize().y
ImGui.PopTextWrapPos()
local line_h = ImGui.GetTextLineHeight()
ImGui.PopFont()
if f <= 3 then
ImGui.PushFont(comp, 13.0)
ImGui.Text("Hello \u{e9}")
ImGui.PopFont()
end
ImGui.End()
ImGui.Render(); G.ImGui_ImplRoblox.RenderDrawData(ImGui.GetDrawData())
if f == 3 then
-- CalcWordWrapPosition(): same line breaks as TextWrapped(). ProggyClean 13px = 7px per char -> 14 chars per 100px line
local te = #TEXT + 1
local s, lines, breaks = 1, 0, {}
while s < te do
local e = raw:CalcWordWrapPosition(13.0, TEXT, s, te, W)
lines += 1; table.insert(breaks, e)
s = e
while s < te and TEXT:sub(s, s) == " " do s += 1 end -- ImTextCalcWordWrapNextLineStart(): skip blanks
end
check(breaks[1] == 10, "first wrap after 'The quick': " .. tostring(breaks[1])) -- "The quick" | "brown fox" | ...
check(TEXT:sub(11, breaks[2] - 1) == "brown fox", "second line '" .. TEXT:sub(11, breaks[2] - 1) .. "'")
check(wrapped_h == lines * line_h, ("TextWrapped height %s vs %d lines * %s"):format(wrapped_h, lines, line_h))
-- Compressed font: same glyphs and metrics as the raw TTF
local br, bc = raw:GetFontBaked(13.0), comp:GetFontBaked(13.0)
check(br.Ascent == bc.Ascent and br.Descent == bc.Descent, "ascent/descent")
for _, c in { 0x48, 0x65, 0x6C, 0xE9, 0x41, 0x7E } do
local gr, gc = br:FindGlyph(c), bc:FindGlyph(c)
check(gc.Visible and gc.X1 > gc.X0 and gc.Y1 > gc.Y0, "compressed glyph empty " .. c)
check(gr.AdvanceX == gc.AdvanceX and gr.X0 == gc.X0 and gr.Y0 == gc.Y0 and gr.X1 == gc.X1 and gr.Y1 == gc.Y1, "glyph metrics " .. c)
end
local str = "Hello \u{e9}"
local sr, sc = raw:CalcTextSizeA(13.0, 1e30, 0, str, 1, #str + 1), comp:CalcTextSizeA(13.0, 1e30, 0, str, 1, #str + 1)
check(sr.x == sc.x and sr.y == sc.y and sc.x > 0, "CalcTextSizeA")
check(not comp:IsGlyphRangeUnused(0, 255) and comp:IsGlyphRangeUnused(0x4E00, 0x9FFF), "IsGlyphRangeUnused")
-- AddRemapCodepoint(): '$' loads the 'A' glyph (applies to glyphs loaded afterwards: new 20px baked)
comp:AddRemapCodepoint(0x24, 0x41)
local b20 = comp:GetFontBaked(20.0)
local gd, ga = b20:FindGlyph(0x24), raw:GetFontBaked(20.0):FindGlyph(0x41)
check(gd.X0 == ga.X0 and gd.Y0 == ga.Y0 and gd.X1 == ga.X1 and gd.Y1 == ga.Y1, "AddRemapCodepoint")
-- RemoveCustomRect()
local atlas = io.Fonts
local id = atlas:AddCustomRect(8, 8)
check(atlas:GetCustomRect(id, G.ImFontAtlasRect()) == true, "AddCustomRect")
atlas:RemoveCustomRect(id)
check(not atlas:GetCustomRect(id, G.ImFontAtlasRect()), "RemoveCustomRect")
-- RemoveFont()
local nfonts, nsrc = atlas.Fonts.Size, atlas.Sources.Size
atlas:RemoveFont(comp)
check(atlas.Fonts.Size == nfonts - 1 and atlas.Sources.Size == nsrc - 1 and not atlas.Fonts:contains(comp), "RemoveFont")
-- ImFontAtlasTextureBlockFill(), ImTextureDataGetXXXName()
local tex = G.ImTextureData(); tex:Create(G.ImTextureFormat.RGBA32, 4, 4)
G.ImFontAtlasTextureBlockFill(tex, 1, 2, 2, 1, G.IM_COL32(1, 2, 3, 4))
local px = table.concat(tex.Pixels, ",", 33, 48)
check(px == "0,0,0,0,1,2,3,4,1,2,3,4,0,0,0,0" and tex.Pixels[29] == 0 and tex.Pixels[53] == 0, "TextureBlockFill " .. px)
check(G.ImTextureDataGetStatusName(tex.Status) == "WantCreate" and G.ImTextureDataGetFormatName(tex.Format) == "RGBA32", "texture names")
end
if f == 5 and #failed == 0 then print("FONTS OK") end
end)
+301
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@@ -0,0 +1,301 @@
-- Small upstream helpers: ImGuiInputTextState selection API + ReloadUserBuf*, ImGuiInputTextCallbackData:SetSelection, ImDrawList AddImageQuad/PrimQuadUV/
-- CloneOutput, ImDrawData DeIndexAllBuffers/ScaleClipRects, ImBitVector/ImBitArray*, ImGuiPackedDate, ImParseFormatSanitizeForPrinting, drag cancel (ShortcutsForCancel),
-- log decorations, ImGuiDataType.S64/U64, BringWindowToDisplayBehind, ImGuiSizeCallbackData
local G = require(game:GetService("ReplicatedStorage"):WaitForChild("ImGui"))
local ImGui, ImVec2 = G.ImGui, G.ImVec2
ImGui.CreateContext(); G.ImGui_ImplRoblox.Init()
local io = ImGui.GetIO()
local failed = {}
local function check(ok, msg) if not ok then table.insert(failed, msg); print("FAIL " .. msg) end end
-- Pure helpers
check(G.ImParseFormatSanitizeForPrinting("%.3f%%", nil, 32) == "%.3f", "sanitize %.3f%%")
check(G.ImParseFormatSanitizeForPrinting("%'_5.2f units", nil, 32) == "%5.2f", "sanitize stb flags: " .. G.ImParseFormatSanitizeForPrinting("%'_5.2f units", nil, 32))
local d = G.ImGuiPackedDate(20260315)
check(d:IsValid() and d:Unpack() == 20260315, "PackedDate round trip " .. d:Unpack())
d:SubtractMonths(3)
check(d:Unpack() == 20251215, "PackedDate SubtractMonths " .. d:Unpack())
check(not G.ImGuiPackedDate():IsValid() and G.ImGuiPackedDate():Unpack() == 0, "PackedDate empty")
local bv = G.ImBitVector()
bv:Create(70)
check(bv.Storage.Size == 3, "ImBitVector size")
bv:SetBit(1); bv:SetBit(70); bv:SetBit(33)
check(bv:TestBit(1) and bv:TestBit(70) and bv:TestBit(33) and not bv:TestBit(2) and not bv:TestBit(69), "ImBitVector SetBit/TestBit")
bv:ClearBit(33)
check(not bv:TestBit(33) and bv:TestBit(70), "ImBitVector ClearBit")
local arr = {}
G.ImBitArrayClearAllBits(arr, 96)
G.ImBitArraySetBitRange(arr, 3, 70) -- [3..70)
local ok_range = true
for n = 1, 96 do if G.ImBitArrayTestBit(arr, n) ~= (n >= 3 and n < 70) then ok_range = false end end
check(ok_range, "ImBitArraySetBitRange")
check(G.ImBitArrayGetStorageSizeInBytes(70) == 12, "ImBitArrayGetStorageSizeInBytes")
check(G.ImModPositive(-1, 5) == 4 and G.ImRoundSigned64(-1.5) == -2 and G.ImCharIsXdigitA(string.byte("F")), "math helpers")
local buf = ImGui.NewTextBuffer("hello world", 64)
local cbuf = ImGui.NewTextBuffer("abcdef", 64)
local cb_calls = 0
local function cb(data)
cb_calls += 1
if cb_calls == 1 then data:SetSelection(1, 3) end
return 0
end
local df, rect_df = 10.0, nil
local s64_v = 2 ^ 40
local f = 0
local function center(r) return (r[1].x + r[2].x) / 2, (r[1].y + r[2].y) / 2 end
local function vtx(dl, i) -- 1-based vertex
local b, o = dl.VtxBuffer.Buf, (i - 1) * G.VTX_STRIDE
return buffer.readf64(b, o), buffer.readf64(b, o + 8), buffer.readf64(b, o + 16), buffer.readf64(b, o + 24), buffer.readu32(b, o + 32)
end
game:GetService("RunService").Stepped:Connect(function()
f += 1
G.ImGui_ImplRoblox.NewFrame()
-- drag + Escape cancels and reverts (ShortcutsForCancel)
if f == 20 then io:AddMousePosEvent(center(rect_df)) end
if f == 21 then io:AddMouseButtonEvent(0, true) end
if f == 22 then local x, y = center(rect_df); io:AddMousePosEvent(x + 40, y) end
if f == 24 then io:AddKeyEvent(G.ImGuiKey.Escape, true) end
if f == 25 then io:AddKeyEvent(G.ImGuiKey.Escape, false) end
if f == 26 then io:AddMouseButtonEvent(0, false) end
ImGui.NewFrame()
ImGui.SetNextWindowPos(ImVec2(10, 10)); ImGui.SetNextWindowSize(ImVec2(400, 300))
ImGui.Begin("H")
if f == 2 then ImGui.SetKeyboardFocusHere() end
ImGui.InputText("##t", buf, 64)
local id = ImGui.GetItemID()
local st = ImGui.GetInputTextState(id)
if f == 5 then
check(st ~= nil, "InputText active")
if st then
st:SetSelection(3, 6)
check(st:GetSelectionStart() == 3 and st:GetSelectionEnd() == 6 and st:GetCursorPos() == 6 and st:HasSelection(), "SetSelection/Get*")
st:ClearSelection()
check(st:GetSelectionStart() == 6 and st:GetSelectionEnd() == 6 and not st:HasSelection(), "ClearSelection")
check(st:GetPreferredOffsetX() == -1, "GetPreferredOffsetX")
-- modify the user buffer externally then reload
local s = "bye"; for i = 1, #s do buf[i] = string.byte(s, i) end; buf[#s + 1] = 0
st:ReloadUserBufAndSelectAll()
end
end
if f == 7 and st then
check(G.ImGui._ByteArrayToString(st:GetText(), 1, st.TextLen + 1) == "bye", "ReloadUserBufAndSelectAll text")
check(st:GetSelectionStart() == 1 and st:GetSelectionEnd() == 4, ("ReloadUserBufAndSelectAll sel %d..%d"):format(st:GetSelectionStart(), st:GetSelectionEnd()))
st:SetSelection(2, 3); st:ReloadUserBufAndKeepSelection()
end
if f == 9 and st then
check(st:GetSelectionStart() == 2 and st:GetSelectionEnd() == 3, "ReloadUserBufAndKeepSelection")
st:ReloadUserBufAndMoveToEnd()
end
if f == 11 and st then
check(st:GetCursorPos() == 4 and not st:HasSelection(), "ReloadUserBufAndMoveToEnd " .. st:GetCursorPos())
end
-- callback SetSelection (0-based callback positions -> 1-based stb)
if f == 12 then ImGui.SetKeyboardFocusHere() end
ImGui.InputText("##c", cbuf, 64, G.ImGuiInputTextFlags.CallbackAlways, cb)
if f == 15 then
local cst = ImGui.GetInputTextState(ImGui.GetItemID())
check(cst ~= nil and cb_calls > 0 and cst:GetSelectionStart() == 2 and cst:GetSelectionEnd() == 4, "callback SetSelection " .. (cst and (cst:GetSelectionStart() .. ".." .. cst:GetSelectionEnd()) or "nil"))
end
df = ImGui.DragFloat("##df", df, 1.0)
local a, b = ImGui.GetItemRectMin(), ImGui.GetItemRectMax(); rect_df = { ImVec2(a.x, a.y), ImVec2(b.x, b.y) }
if f == 23 then check(df ~= 10.0, "drag changed value " .. df) end
if f == 25 then check(df == 10.0 and ImGui.GetActiveID() == 0, "Escape reverts drag " .. df) end
if f == 30 then
local dl = ImGui.GetWindowDrawList()
local v0, i0 = dl.VtxBuffer.Size, dl.IdxBuffer.Size
local tex = G.ImTextureRef(1234)
dl:AddImageQuad(tex, ImVec2(10, 10), ImVec2(50, 12), ImVec2(48, 60), ImVec2(8, 58), ImVec2(0, 0), ImVec2(1, 0), ImVec2(1, 1), ImVec2(0, 1), 0xFF00FF00)
check(dl.VtxBuffer.Size == v0 + 4 and dl.IdxBuffer.Size == i0 + 6, "AddImageQuad counts")
local x, y, u, v, col = vtx(dl, v0 + 3)
check(x == 48 and y == 60 and u == 1 and v == 1 and col == 0xFF00FF00, ("PrimQuadUV vertex %s %s %s %s %x"):format(x, y, u, v, col))
local idx = dl.IdxBuffer.Data
check(idx[i0 + 1] == v0 + 1 and idx[i0 + 5] == v0 + 3 and idx[i0 + 6] == v0 + 4, "PrimQuadUV indices")
local cmin, cmax = dl:GetClipRectMin(), dl:GetClipRectMax()
check(cmax.x > cmin.x and cmax.y > cmin.y, "GetClipRectMin/Max")
local clone = dl:CloneOutput()
check(clone.VtxBuffer.Size == dl.VtxBuffer.Size and clone.IdxBuffer.Size == dl.IdxBuffer.Size and clone.CmdBuffer.Size == dl.CmdBuffer.Size
and clone.VtxBuffer.Buf ~= dl.VtxBuffer.Buf and clone.CmdBuffer.Data[1] ~= dl.CmdBuffer.Data[1], "CloneOutput copies buffers")
local cx = vtx(clone, v0 + 3)
check(cx == 48, "CloneOutput vertex data")
local dd = G.ImDrawData()
dd.CmdLists:push_back(clone)
local n_idx = clone.IdxBuffer.Size
local ex, ey = vtx(clone, clone.IdxBuffer.Data[n_idx])
dd:DeIndexAllBuffers()
check(clone.IdxBuffer.Size == 0 and clone.VtxBuffer.Size == n_idx and dd.TotalVtxCount == n_idx and dd.TotalIdxCount == 0, "DeIndexAllBuffers counts")
local lx, ly = vtx(clone, n_idx)
check(lx == ex and ly == ey, "DeIndexAllBuffers vertex data")
local cr = clone.CmdBuffer.Data[1].ClipRect
local x1, y1, z1, w1 = cr.x, cr.y, cr.z, cr.w
dd:ScaleClipRects(ImVec2(2, 3))
local cr2 = clone.CmdBuffer.Data[1].ClipRect
check(cr2.x == x1 * 2 and cr2.y == y1 * 3 and cr2.z == z1 * 2 and cr2.w == w1 * 3 and dl.CmdBuffer.Data[1].ClipRect.z == z1, "ScaleClipRects")
end
if f == 31 then
local g = ImGui.GetCurrentContext()
local style = ImGui.GetStyle()
local window = ImGui.GetCurrentWindow()
check(G.ImGuiKey["0"] == G.ImGuiKey.K0 and G.ImGuiKey["9"] == G.ImGuiKey.K9, "ImGuiKey digit aliases")
-- Style vars (enum values must match GStyleVarsInfo order)
local sv = G.ImGuiStyleVar
local b1, b2, b3 = style.SeparatorSize, style.SeparatorTextBorderSize, style.DockingSeparatorSize
ImGui.PushStyleVar(sv.SeparatorSize, 5); ImGui.PushStyleVar(sv.SeparatorTextBorderSize, 6); ImGui.PushStyleVar(sv.DockingSeparatorSize, 7)
check(style.SeparatorSize == 5 and style.SeparatorTextBorderSize == 6 and style.DockingSeparatorSize == 7, "PushStyleVar SeparatorSize/SeparatorTextBorderSize/DockingSeparatorSize")
ImGui.PushStyleVar(sv.SeparatorTextPadding, ImVec2(3, 4))
check(style.SeparatorTextPadding.x == 3 and style.SeparatorTextPadding.y == 4, "PushStyleVar SeparatorTextPadding")
ImGui.PopStyleVar(4)
check(style.SeparatorSize == b1 and style.SeparatorTextBorderSize == b2 and style.DockingSeparatorSize == b3, "PopStyleVar restores")
-- Log flags
ImGui.LogToBuffer()
check(g.LogEnabled and g.LogFlags == G.ImGuiLogFlags.OutputBuffer, "LogToBuffer sets ImGuiLogFlags.OutputBuffer")
ImGui.Text("logged")
check(string.find(g.LogBuffer:c_str(), "logged", 1, true) ~= nil, "LogToBuffer captures text")
ImGui.LogFinish()
check(g.LogFlags == G.ImGuiLogFlags.None and not g.LogEnabled, "LogFinish clears LogFlags")
-- Combo preview (no ImGuiComboFlags.CustomPreview needed since 1.93)
if ImGui.BeginCombo("##cb", "") then ImGui.EndCombo() end
local pd = g.ComboPreviewData
local work_max_x, content_max_x = window.WorkRect.Max.x, window.ContentRegionRect.Max.x
local opened = ImGui.BeginComboPreview()
check(opened and pd.WithinPreview and window.WorkRect.Max.x == pd.PreviewRect.Max.x - style.FramePadding.x and window.ContentRegionRect.Max.x == window.WorkRect.Max.x, "BeginComboPreview sets WorkRect")
if opened then
ImGui.Text("preview")
ImGui.EndComboPreview()
end
check(not pd.WithinPreview and window.WorkRect.Max.x == work_max_x and window.ContentRegionRect.Max.x == content_max_x, "EndComboPreview restores WorkRect")
if ImGui.BeginCombo("##cb2", "x", G.ImGuiComboFlags.NoPreview) then ImGui.EndCombo() end
check(not ImGui.BeginComboPreview(), "BeginComboPreview with NoPreview returns false")
-- ListClipper in a table: ImGuiListClipperFlags.NoSetTableRowCounters
local rows = {}
ImGui.SetNextWindowPos(ImVec2(500, 10)); ImGui.SetNextWindowSize(ImVec2(300, 400))
ImGui.Begin("Clip")
for pass = 1, 2 do
if ImGui.BeginTable("##clip" .. pass, 1, G.ImGuiTableFlags.ScrollY, ImVec2(0, 60)) then
local clipper = G.ImGuiListClipper()
if pass == 2 then clipper.Flags = G.ImGuiListClipperFlags.NoSetTableRowCounters end
clipper:Begin(1000)
while clipper:Step() do
for i = clipper.DisplayStart, clipper.DisplayEnd - 1 do ImGui.TableNextRow(); ImGui.TableNextColumn(); ImGui.Text("%d", i) end
end
clipper:End()
rows[pass] = ImGui.GetCurrentTable().CurrentRow
local tbl = ImGui.GetCurrentTable()
ImGui.EndTable()
if pass == 1 then ImGui.SetNextItemOpen(true); ImGui.DebugNodeTable(tbl) end -- DebugNodeTableGetSizingPolicyDesc()
end
end
ImGui.End()
check(rows[1] ~= nil and rows[2] ~= nil and rows[1] >= 990 and rows[2] < 100, ("clipper row counters %s / NoSetTableRowCounters %s"):format(tostring(rows[1]), tostring(rows[2])))
-- .ini LastUsed dates + CleanupIniSettings()
local pio = ImGui.GetPlatformIO()
pio.Platform_SessionDate = 20261015
g.SessionDate = G.ImGuiPackedDate(pio.Platform_SessionDate) -- (normally done by NewFrame())
io.ConfigIniSettingsAutoDiscardMonths = 6
ImGui.LoadIniSettingsFromMemory("[Window][Old]\nPos=1,1\nLastUsed=20250101\n\n[Window][NoDate]\nPos=2,2\n\n[Window][Recent]\nPos=3,3\nLastUsed=20260901\n\n")
io.ConfigIniSettingsAutoDiscardMonths = 0
local function ws(name) for _, st in g.SettingsWindows.Data do if st.Name == name then return st end end; return nil end
check(ws("Old").WantDelete and ws("NoDate").WantDelete and not ws("Recent").WantDelete and ws("Recent").LastUsedDate == 20260901, "ConfigIniSettingsAutoDiscardMonths discards old/undated entries")
local args = G.ImGuiSettingsCleanupArgs()
args.SetCurrentSessionDateToAll = true
args.TypeHashFilter = G.ImHashStr("Window")
ImGui.CleanupIniSettings(args)
check(ws("Recent").LastUsedDate == 20261015, "CleanupIniSettings SetCurrentSessionDateToAll")
local ini = ImGui.SaveIniSettingsToMemory()
check(not string.find(ini, "[Window][Old]", 1, true) and string.find(ini, "[Window][Recent]\nPos=3,3\nCollapsed=0\nLastUsed=20261015\n", 1, true) ~= nil
and string.find(ini, "[Window][H]\nPos=10,10\nSize=400,300\nCollapsed=0\nLastUsed=20261015\n", 1, true) ~= nil, "LastUsed written to .ini:\n" .. ini)
io.ConfigIniSettingsSaveLastUsedDate = false
check(not string.find(ImGui.SaveIniSettingsToMemory(), "LastUsed", 1, true), "ConfigIniSettingsSaveLastUsedDate = false")
io.ConfigIniSettingsSaveLastUsedDate = true
pio.Platform_SessionDate = 0
-- Log decorations: Selectable/Button/Checkbox/MenuItem shortcut
ImGui.LogToBuffer()
ImGui.Selectable("sel item")
ImGui.Button("btn")
ImGui.Checkbox("chk", true)
ImGui.MenuItem("mi", "Ctrl+M")
local log = g.LogBuffer:c_str()
ImGui.LogFinish()
check(string.find(log, "[sel item]", 1, true) == nil and string.find(log, "sel item", 1, true) ~= nil, "Selectable logs plain label: " .. log)
check(string.find(log, "[ btn ]", 1, true) ~= nil and string.find(log, "[x]", 1, true) ~= nil and string.find(log, "mi ( Ctrl+M )", 1, true) ~= nil, "LogSetNextTextDecoration [ ]: " .. log)
-- DragScalar S64/U64 (doubles) + DataTypeFormatString
local v64, ch = ImGui.DragScalar("##s64", G.ImGuiDataType.S64, 2 ^ 40, 1.0)
check(v64 == 2 ^ 40 and ch == false, "DragScalar S64 idle")
local b64 = {}
local n = ImGui.DataTypeFormatString(b64, 64, G.ImGuiDataType.S64, -(2 ^ 40), "%lld")
check(G.ImGui._ByteArrayToString(b64, 1, n + 1) == "-1099511627776", "DataTypeFormatString S64")
n = ImGui.DataTypeFormatString(b64, 64, G.ImGuiDataType.U64, 18446744073709551615, "%llu")
check(G.ImGui._ByteArrayToString(b64, 1, n + 1) == "18446744073709551615", "DataTypeFormatString U64 max")
n = ImGui.DataTypeFormatString(b64, 64, G.ImGuiDataType.S32, -5, "%X")
check(G.ImGui._ByteArrayToString(b64, 1, n + 1) == "FFFFFFFB", "DataTypeFormatString S32 hex")
local tb = ImGui.NewTextBuffer("-123456789012", 64)
local r64, c64 = ImGui.DataTypeApplyFromText(tb, G.ImGuiDataType.S64, 0, "%lld")
check(r64 == -123456789012 and c64, "DataTypeApplyFromText S64 " .. tostring(r64))
check(ImGui.DataTypeApplyOp(G.ImGuiDataType.S64, 43, 2 ^ 62, 2 ^ 62) == 9223372036854775807, "DataTypeApplyOp S64 clamp")
check(G.ImGuiDataType.Float == 8 and G.ImGuiDataType.COUNT == 12 and ImGui.DataTypeGetInfo(G.ImGuiDataType.Float).Name == "float", "ImGuiDataType layout")
end
-- DragScalar S64: drag with the mouse
local s64_rect
s64_v = ImGui.DragScalar("##drag_s64", G.ImGuiDataType.S64, s64_v, 1.0)
do local a, b = ImGui.GetItemRectMin(), ImGui.GetItemRectMax(); s64_rect = { ImVec2(a.x, a.y), ImVec2(b.x, b.y) } end
if f == 33 then io:AddMousePosEvent(center(s64_rect)) end
if f == 34 then io:AddMouseButtonEvent(0, true) end
if f == 35 then local x, y = center(s64_rect); io:AddMousePosEvent(x + 30, y) end
if f == 37 then io:AddMouseButtonEvent(0, false); check(s64_v > 2 ^ 40 and s64_v == math.floor(s64_v), "DragScalar S64 drag " .. s64_v) end
ImGui.End()
-- BringWindowToDisplayBehind
if f == 38 then
local g = ImGui.GetCurrentContext()
local wa, wb, wc = ImGui.FindWindowByName("WA"), ImGui.FindWindowByName("WB"), ImGui.FindWindowByName("WC")
local function idx(w) return ImGui.FindWindowDisplayIndex(w) end
ImGui.BringWindowToDisplayFront(wa); ImGui.BringWindowToDisplayFront(wb); ImGui.BringWindowToDisplayFront(wc)
local n0 = g.Windows.Size
ImGui.BringWindowToDisplayBehind(wc, wa) -- move forward-placed window behind: WC WA WB
check(idx(wc) + 1 == idx(wa) and idx(wa) + 1 == idx(wb) and g.Windows.Size == n0, ("BringWindowToDisplayBehind back %d %d %d"):format(idx(wa), idx(wb), idx(wc)))
ImGui.BringWindowToDisplayBehind(wa, wb) -- already directly behind: unchanged
check(idx(wc) + 1 == idx(wa) and idx(wa) + 1 == idx(wb), "BringWindowToDisplayBehind no-op")
ImGui.BringWindowToDisplayBehind(wc, wb) -- WA WC WB
check(idx(wa) + 1 == idx(wc) and idx(wc) + 1 == idx(wb) and g.Windows.Size == n0, ("BringWindowToDisplayBehind fwd %d %d %d"):format(idx(wa), idx(wb), idx(wc)))
end
for _, name in { "WA", "WB", "WC" } do
ImGui.SetNextWindowPos(ImVec2(820, 10)); ImGui.SetNextWindowSize(ImVec2(80, 60))
ImGui.Begin(name); ImGui.End()
end
-- Size callback (Step + AspectRatio)
ImGui.SetNextWindowPos(ImVec2(10, 420))
if f <= 3 then ImGui.SetNextWindowSize(ImVec2(237, 160)) end
ImGui.SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(G.FLT_MAX, G.FLT_MAX), function(data)
local step = data.UserData
check(data.Pos ~= nil and data.CurrentSize ~= nil and not rawequal(data.DesiredSize, data.CurrentSize), "ImGuiSizeCallbackData fields")
data.DesiredSize = ImVec2(math.floor(data.DesiredSize.x / step + 0.5) * step, math.floor(data.DesiredSize.y / step + 0.5) * step)
end, 100.0)
ImGui.Begin("Step"); local step_size = ImGui.GetWindowSize(); ImGui.End()
ImGui.SetNextWindowPos(ImVec2(300, 420))
if f <= 3 then ImGui.SetNextWindowSize(ImVec2(320, 100)) end
ImGui.SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(G.FLT_MAX, G.FLT_MAX), function(data)
data.DesiredSize.y = math.floor(data.DesiredSize.x / data.UserData)
end, 16 / 9)
ImGui.Begin("Aspect"); local asp_size = ImGui.GetWindowSize(); ImGui.End()
if f == 5 then
check(step_size.x == 200 and step_size.y == 200, ("size callback Step %gx%g"):format(step_size.x, step_size.y))
check(asp_size.x == 320 and asp_size.y == 180, ("size callback AspectRatio %gx%g"):format(asp_size.x, asp_size.y))
end
ImGui.Render(); G.ImGui_ImplRoblox.RenderDrawData(ImGui.GetDrawData())
if f == 40 and #failed == 0 then print("HELPERS OK") end
end)
+94
View File
@@ -0,0 +1,94 @@
-- Library-only draw-data checksum (no demo, run with NO_DEMO=1): widgets + raw ImDrawList primitives with scripted input.
-- Must stay identical across demo edits; changes only when library rendering changes. Prints "LIBHASH <n>".
local G = require(game:GetService("ReplicatedStorage"):WaitForChild("ImGui"))
local ImGui, ImVec2, ImVec4 = G.ImGui, G.ImVec2, G.ImVec4
ImGui.CreateContext(); G.ImGui_ImplRoblox.Init(); G.ImGui_ImplRoblox.SetRenderRate(0)
local io = ImGui.GetIO()
local frame, h = 0, 0
local function mix(v) h = (h * 31 + math.floor(v * 64 + 0.5)) % 2147483647 end
local st = { b = false, f = 0.25, i = 42, c = ImVec4(0.2, 0.7, 0.4, 1.0), buf = ImGui.NewTextBuffer("hello", 64), r = 0, tab = 0, combo = 1, list = 2 }
local plot = {}
for i = 1, 40 do plot[i] = math.sin(i * 0.3) end
local poly = { ImVec2(0, 0), ImVec2(60, 10), ImVec2(30, 30), ImVec2(70, 60), ImVec2(0, 50) }
game:GetService("RunService").Stepped:Connect(function()
frame += 1
G.ImGui_ImplRoblox.NewFrame()
io.DeltaTime = 1 / 60
io:AddMousePosEvent(20 + (frame * 37) % 560, 20 + (frame * 53) % 560)
if frame % 7 == 0 then io:AddMouseButtonEvent(0, frame % 14 == 0) end
if frame % 11 == 0 then io:AddMouseWheelEvent(0, -1) end
ImGui.NewFrame()
ImGui.SetNextWindowPos(ImVec2(10, 10), G.ImGuiCond.Always); ImGui.SetNextWindowSize(ImVec2(320, 560), G.ImGuiCond.Always)
ImGui.Begin("Widgets")
ImGui.Text("Text %d", 123); ImGui.TextColored(ImVec4(1, 0.5, 0, 1), "Colored"); ImGui.TextWrapped("Wrapped text that is long enough to wrap around the window edge at least once.")
ImGui.Button("Button"); ImGui.SameLine(); ImGui.SmallButton("Small"); ImGui.SameLine(); ImGui.ArrowButton("##a", G.ImGuiDir.Left)
st.b = ImGui.Checkbox("Checkbox", st.b)
st.r = ImGui.RadioButton("R0", st.r, 0); ImGui.SameLine(); st.r = ImGui.RadioButton("R1", st.r, 1)
st.f = ImGui.SliderFloat("Slider", st.f, 0, 1); st.i = ImGui.DragInt("Drag", st.i, 1, 0, 100)
ImGui.InputText("Input", st.buf, 64)
ImGui.ColorEdit4("Color", st.c)
st.combo = ImGui.Combo("Combo", st.combo, { "AAA", "BBB", "CCC" })
st.list = ImGui.ListBox("List", st.list, { "one", "two", "three", "four" }, 4, 3)
ImGui.ProgressBar(0.4, ImVec2(-1, 0)); ImGui.ProgressBar(-1.0 * frame / 60, ImVec2(-1, 0), "busy")
ImGui.PlotLines("Lines", plot, nil, #plot); ImGui.PlotHistogram("Hist", plot, nil, #plot, 0, nil, -1, 1, ImVec2(0, 40))
ImGui.Bullet(); ImGui.Text("bullet"); ImGui.Separator(); ImGui.SeparatorText("Sep")
if ImGui.TreeNode("Tree") then ImGui.Text("inside"); ImGui.TreePop() end
ImGui.SetNextItemOpen(true, G.ImGuiCond.Once)
if ImGui.CollapsingHeader("Header") then
if ImGui.BeginTabBar("tabs") then
if ImGui.BeginTabItem("Tab A") then ImGui.Text("A"); ImGui.EndTabItem() end
if ImGui.BeginTabItem("Tab B") then ImGui.Text("B"); ImGui.EndTabItem() end
ImGui.EndTabBar()
end
if ImGui.BeginTable("t", 3, bit32.bor(G.ImGuiTableFlags.Borders, G.ImGuiTableFlags.RowBg, G.ImGuiTableFlags.Resizable)) then
ImGui.TableSetupColumn("One"); ImGui.TableSetupColumn("Two"); ImGui.TableSetupColumn("Three"); ImGui.TableHeadersRow()
for row = 0, 4 do ImGui.TableNextRow(); for col = 0, 2 do ImGui.TableSetColumnIndex(col); ImGui.Text("r%d c%d", row, col) end end
ImGui.EndTable()
end
end
ImGui.End()
ImGui.SetNextWindowPos(ImVec2(340, 10), G.ImGuiCond.Always); ImGui.SetNextWindowSize(ImVec2(300, 560), G.ImGuiCond.Always)
ImGui.Begin("Draw")
local dl, p = ImGui.GetWindowDrawList(), ImGui.GetCursorScreenPos()
local x, y, col = p.x + 4, p.y + 4, 0xFF40C0FF
for i, th in { 1.0, 2.5, 6.0 } do
local yy = y + (i - 1) * 70
dl:AddRect(ImVec2(x, yy), ImVec2(x + 50, yy + 50), col, 10.0, th)
dl:AddRectFilled(ImVec2(x + 60, yy), ImVec2(x + 110, yy + 50), col, 10.0, G.ImDrawFlags.RoundTopLeft or G.ImDrawFlags.RoundCornersTopLeft) -- RoundCornersTopLeft: pre-1.93 revs (hashes.sh)
dl:AddCircle(ImVec2(x + 145, yy + 25), 25, col, 0, th)
dl:AddNgon(ImVec2(x + 200, yy + 25), 25, col, 6, th)
dl:AddTriangle(ImVec2(x + 230, yy + 50), ImVec2(x + 255, yy), ImVec2(x + 280, yy + 50), col, th)
dl:AddLine(ImVec2(x, yy + 60), ImVec2(x + 280, yy + 55), col, th)
end
y += 210
dl:AddBezierCubic(ImVec2(x, y), ImVec2(x + 60, y - 30), ImVec2(x + 120, y + 60), ImVec2(x + 180, y), col, 3.0)
dl:AddBezierQuadratic(ImVec2(x, y + 30), ImVec2(x + 90, y - 10), ImVec2(x + 180, y + 30), col, 2.0)
dl:AddEllipse(ImVec2(x + 230, y + 15), ImVec2(40, 15), col, 0.5, 0, 2.0)
y += 50
local pts = {}
for i, v in poly do pts[i] = ImVec2(x + v.x, y + v.y) end
dl:AddConcavePolyFilled(pts, #pts, 0xFF8080FF)
for i, v in poly do pts[i] = ImVec2(x + 100 + v.x, y + v.y) end
dl:AddPolyline(pts, #pts, col, 4.0, G.ImDrawFlags.Closed)
for i, v in poly do pts[i] = ImVec2(x + 200 + v.x, y + v.y) end
dl:AddPolyline(pts, #pts, col, 1.0, 0)
y += 80
dl:AddRectFilledMultiColor(ImVec2(x, y), ImVec2(x + 100, y + 40), 0xFF0000FF, 0xFF00FF00, 0xFFFF0000, 0xFFFFFFFF)
dl:AddCircleFilled(ImVec2(x + 140, y + 20), 20, col)
dl:AddEllipseFilled(ImVec2(x + 210, y + 20), ImVec2(30, 15), col, 0.3)
dl:AddText(ImVec2(x, y + 50), 0xFFFFFFFF, "AddText")
ImGui.End()
ImGui.Render()
for _, dl in ImGui.GetDrawData().CmdLists:iter() do
local vb, id = dl.VtxBuffer.Buf, dl.IdxBuffer.Data
for i = 1, dl.VtxBuffer.Size do local o = (i - 1) * 36; mix(buffer.readf64(vb, o)); mix(buffer.readf64(vb, o + 8)); mix(buffer.readf64(vb, o + 16) * 4096); mix(buffer.readf64(vb, o + 24) * 4096); mix(buffer.readu32(vb, o + 32) / 64) end
for i = 1, dl.IdxBuffer.Size do mix(id[i]) end
for _, c in dl.CmdBuffer:iter() do mix(c.ClipRect.x); mix(c.ClipRect.y); mix(c.ClipRect.z); mix(c.ClipRect.w); mix(c.ElemCount) end
end
G.ImGui_ImplRoblox.RenderDrawData(ImGui.GetDrawData())
if frame == ARG_FRAMES - 1 then print("LIBHASH", h) end
end)
+265
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@@ -0,0 +1,265 @@
-- Multi-select / box-select / typing-select: ImGuiSelectionBasicStorage + Selectable list (click, Ctrl+click, Shift+click, Ctrl+A,
-- Escape, box-select drag, keyboard nav + Shift, typing-select), ImGuiListClipper + IncludeItemByIndex(RangeSrcItem),
-- ImGuiSelectionExternalStorage on a bool array, checkboxes and tree nodes inside a multi-select scope.
local G = require(game:GetService("ReplicatedStorage"):WaitForChild("ImGui"))
local ImGui, ImVec2 = G.ImGui, G.ImVec2
local MSF = G.ImGuiMultiSelectFlags
ImGui.CreateContext(); G.ImGui_ImplRoblox.Init()
local io = ImGui.GetIO()
io.ConfigFlags = bit32.bor(io.ConfigFlags, G.ImGuiConfigFlags.NavEnableKeyboard)
local failed = {}
local function check(ok, msg) if not ok then table.insert(failed, msg); print("FAIL " .. msg) end end
local NAMES = { "Apple", "Apricot", "Banana", "Blueberry", "Cherry", "Coconut", "Date", "Durian", "Elderberry", "Fig",
"Grape", "Guava", "Kiwi", "Lemon", "Lime", "Mango", "Melon", "Orange", "Papaya", "Peach" }
local N = #NAMES
-- Iterate with GetNextSelectedItem() (sorted by key) -> "a,b,c"
local function sel_str(sel)
local out, it, id, has_more = {}, nil, 0, false
while true do
has_more, it, id = sel:GetNextSelectedItem(it)
if not has_more then break end
table.insert(out, tostring(id))
end
return table.concat(out, ",")
end
local function bools_str(t, n)
local out = {}
for i = 1, n do if t[i] then table.insert(out, tostring(i - 1)) end end
return table.concat(out, ",")
end
local sel_list = G.ImGuiSelectionBasicStorage()
local sel_clip = G.ImGuiSelectionBasicStorage()
local sel_tree = G.ImGuiSelectionBasicStorage()
local ext_bools = {}
local sel_ext = G.ImGuiSelectionExternalStorage()
sel_ext.UserData = ext_bools
sel_ext.AdapterSetItemSelected = function(self, idx, selected) self.UserData[idx + 1] = selected end
local chk_bools = {}
local sel_chk = G.ImGuiSelectionExternalStorage()
sel_chk.UserData = chk_bools
sel_chk.AdapterSetItemSelected = function(self, idx, selected) self.UserData[idx + 1] = selected end
local rects = {} -- [name] = { min, max } (copies)
local ids = {} -- [name] = item id
local function rect() local a, b = ImGui.GetItemRectMin(), ImGui.GetItemRectMax(); return { ImVec2(a.x, a.y), ImVec2(b.x, b.y) } end
local function center(name) local r = rects[name]; return (r[1].x + r[2].x) / 2, (r[1].y + r[2].y) / 2 end
local function key(k) io:AddKeyEvent(k, true); io:AddKeyEvent(k, false) end
local function mods(ctrl, shift) io:AddKeyEvent(G.ImGuiMod_Ctrl, ctrl == true); io:AddKeyEvent(G.ImGuiMod_Shift, shift == true) end
-- Schedule: each step = { input = fn (before NewFrame), check = fn (after Render) }. Steps run on consecutive frames.
local steps = {}
local function step(input, chk) table.insert(steps, { input = input, check = chk }) end
local function idle(n) for _ = 1, n or 1 do step(nil, nil) end end
-- click: press (+mods) on frame A, release on frame B, then one idle frame for EndMultiSelect requests to be applied
local function click(name, ctrl, shift)
step(function() mods(ctrl, shift); io:AddMousePosEvent(center(name)); io:AddMouseButtonEvent(0, true) end)
step(function() io:AddMouseButtonEvent(0, false) end)
step(function() mods(false, false) end)
end
local typed_focus_idx = -1
local clip_scroll_request = false
local f = 0
idle(3)
-- 1. List: click selects one
click("L2"); step(nil, function() check(sel_str(sel_list) == "2", "click: " .. sel_str(sel_list)) end)
-- 2. Ctrl+click toggles
click("L5", true); step(nil, function() check(sel_str(sel_list) == "2,5", "ctrl+click add: " .. sel_str(sel_list)) end)
click("L2", true); step(nil, function() check(sel_str(sel_list) == "5", "ctrl+click remove: " .. sel_str(sel_list)) end)
-- 3. Shift+click range (from RangeSrc = 2, the last Ctrl+clicked item)
click("L8", false, true); step(nil, function() check(sel_str(sel_list) == "2,3,4,5,6,7,8", "shift+click range: " .. sel_str(sel_list)) end)
-- 4. Ctrl+A
step(function() io:AddKeyEvent(G.ImGuiMod_Ctrl, true); io:AddKeyEvent(G.ImGuiKey.A, true) end)
step(function() io:AddKeyEvent(G.ImGuiKey.A, false); io:AddKeyEvent(G.ImGuiMod_Ctrl, false) end)
step(nil, function() check(sel_list.Size == N, "ctrl+A size " .. sel_list.Size) end)
-- 5. Escape clears (ClearOnEscape)
step(function() key(G.ImGuiKey.Escape) end)
step(nil, function() check(sel_list.Size == 0 and sel_str(sel_list) == "", "escape clear: " .. sel_str(sel_list)) end)
-- 6. Box-select drag (BoxSelect1d) from item 2 to item 5
step(function() io:AddMousePosEvent(center("L2")); io:AddMouseButtonEvent(0, true) end)
step(function() local x, y = center("L2"); io:AddMousePosEvent(x + 2, y + 10) end)
step(function() local x, y = center("L4"); io:AddMousePosEvent(x + 4, y) end)
step(function() local x, y = center("L5"); io:AddMousePosEvent(x + 4, y) end,
function() check(ImGui.GetCurrentContext().BoxSelectState.IsActive, "box-select active while dragging") end)
step(nil)
step(function() io:AddMouseButtonEvent(0, false) end)
step(nil, function() check(sel_str(sel_list) == "2,3,4,5", "box-select: " .. sel_str(sel_list)); check(not ImGui.GetCurrentContext().BoxSelectState.IsActive, "box-select ended") end)
-- 7. Keyboard nav: click 3, Down -> 4 (auto-select), Shift+Down x2 -> 4..6
click("L3"); step(nil, function() check(sel_str(sel_list) == "3", "click before nav: " .. sel_str(sel_list)) end)
step(function() key(G.ImGuiKey.DownArrow) end); idle(2)
step(nil, function() check(sel_str(sel_list) == "4", "nav down auto-select: " .. sel_str(sel_list)) end)
step(function() io:AddKeyEvent(G.ImGuiMod_Shift, true); key(G.ImGuiKey.DownArrow) end); idle(1)
step(function() key(G.ImGuiKey.DownArrow) end); idle(1)
step(function() io:AddKeyEvent(G.ImGuiMod_Shift, false) end); idle(1)
step(nil, function() check(sel_str(sel_list) == "4,5,6", "shift+nav range: " .. sel_str(sel_list)) end)
-- 8. Typing-select: "ch" -> Cherry (5), then single-char mode "b" "b" -> Banana (2) then Blueberry (3)
step(function() io:AddInputCharacter(string.byte("c")); io:AddInputCharacter(string.byte("h")) end); idle(2)
step(nil, function() check(ImGui.GetCurrentContext().NavId == ids.L4, "typing 'ch' -> Cherry"); check(sel_str(sel_list) == "4", "typing focus selects: " .. sel_str(sel_list)) end)
idle(120) -- TYPING_SELECT_RESET_TIMER
step(function() io:AddInputCharacter(string.byte("b")) end); idle(2)
step(nil, function() check(ImGui.GetCurrentContext().NavId == ids.L2, "typing 'b' -> Banana") end)
step(function() io:AddInputCharacter(string.byte("b")) end); idle(2)
step(nil, function() check(ImGui.GetCurrentContext().NavId == ids.L3, "typing 'bb' -> Blueberry") end)
idle(120)
-- 9. Clipper (1000 items): click 5, scroll down, Shift+click item 40 -> 5..40 (RangeSrcItem 5 kept submitted by IncludeItemByIndex)
click("C5")
-- move NavId away with Ctrl+Down (no selection change, RangeSrc stays 5) so the clipper doesn't keep item 5 alive as the nav item
step(function() io:AddKeyEvent(G.ImGuiMod_Ctrl, true); key(G.ImGuiKey.DownArrow) end); idle(1)
step(function() key(G.ImGuiKey.DownArrow) end); idle(1)
step(function() key(G.ImGuiKey.DownArrow) end); idle(1)
step(function() io:AddKeyEvent(G.ImGuiMod_Ctrl, false) end)
step(nil, function() check(sel_str(sel_clip) == "5", "clipper ctrl+nav keeps selection: " .. sel_str(sel_clip)) end)
step(function() clip_scroll_request = true end); idle(2)
step(nil, function() check(rects.C40 ~= nil and rects.C5 == nil, "clipper scrolled (item 5 not visible)") end)
click("C40", false, true)
step(nil, function() check(sel_clip.Size == 36, "clipper shift+click range size " .. sel_clip.Size); check(sel_clip:Contains(5) and sel_clip:Contains(40) and not sel_clip:Contains(4) and not sel_clip:Contains(41), "clipper range bounds") end)
-- 10. External storage on bool array: click 1, Shift+click 3, Ctrl+click 2
click("E1"); click("E3", false, true)
step(nil, function() check(bools_str(ext_bools, 10) == "1,2,3", "external storage range: " .. bools_str(ext_bools, 10)) end)
click("E2", true)
step(nil, function() check(bools_str(ext_bools, 10) == "1,3", "external storage ctrl+click: " .. bools_str(ext_bools, 10)) end)
-- 11. Checkboxes (NoAutoSelect|NoAutoClear): click 1 toggles on, Shift+click 4 -> 1..4 on, click 2 toggles off
click("K1"); step(nil, function() check(bools_str(chk_bools, 8) == "1", "checkbox click: " .. bools_str(chk_bools, 8)) end)
click("K4", false, true); step(nil, function() check(bools_str(chk_bools, 8) == "1,2,3,4", "checkbox shift+click: " .. bools_str(chk_bools, 8)) end)
click("K2"); step(nil, function() check(bools_str(chk_bools, 8) == "1,3,4", "checkbox toggle off: " .. bools_str(chk_bools, 8)) end)
-- 12. Tree nodes: click 0, Ctrl+click 2, Shift+click 4 (range from 2)
click("T0"); click("T2", true)
step(nil, function() check(sel_str(sel_tree) == "0,2", "tree ctrl+click: " .. sel_str(sel_tree)) end)
click("T4", false, true)
step(nil, function() check(sel_str(sel_tree) == "2,3,4", "tree shift+click: " .. sel_str(sel_tree)) end)
-- 13. Metrics window renders the TypingSelect / MultiSelect debug nodes
local show_metrics = false
step(function() show_metrics = true end); idle(3)
step(nil, function() if #failed == 0 then print("MULTISELECT OK") end end)
local function list_window()
ImGui.SetNextWindowPos(ImVec2(10, 10)); ImGui.SetNextWindowSize(ImVec2(200, 420))
ImGui.Begin("L")
local flags = bit32.bor(MSF.ClearOnEscape, MSF.BoxSelect1d)
local ms_io = ImGui.BeginMultiSelect(flags, sel_list.Size, N)
sel_list:ApplyRequests(ms_io)
-- typing-select
local focus_idx = -1
if ImGui.IsWindowFocused() then
local req = ImGui.GetTypingSelectRequest(G.ImGuiTypingSelectFlags.AllowSingleCharMode)
local nav_idx = (type(ms_io.NavIdItem) == "number") and ms_io.NavIdItem or -1
focus_idx = ImGui.TypingSelectFindMatch(req, N, function(_, idx) return NAMES[idx + 1] end, nil, nav_idx)
end
for n = 0, N - 1 do
if n == focus_idx then ImGui.SetKeyboardFocusHere() end
ImGui.SetNextItemSelectionUserData(n)
ImGui.Selectable(NAMES[n + 1], sel_list:Contains(n))
rects["L" .. n] = rect(); ids["L" .. n] = ImGui.GetItemID()
end
ms_io = ImGui.EndMultiSelect()
sel_list:ApplyRequests(ms_io)
ImGui.End()
end
local function clipper_window()
ImGui.SetNextWindowPos(ImVec2(220, 10)); ImGui.SetNextWindowSize(ImVec2(200, 300))
ImGui.Begin("C")
if clip_scroll_request then ImGui.SetScrollY(ImGui.GetTextLineHeightWithSpacing() * 30); clip_scroll_request = false end
local COUNT = 1000
local ms_io = ImGui.BeginMultiSelect(MSF.ClearOnEscape, sel_clip.Size, COUNT)
sel_clip:ApplyRequests(ms_io)
local clipper = G.ImGuiListClipper()
clipper:Begin(COUNT)
if ms_io.RangeSrcItem ~= -1 then clipper:IncludeItemByIndex(ms_io.RangeSrcItem) end -- Ensure RangeSrc item is not clipped.
for k in rects do if string.sub(k, 1, 1) == "C" then rects[k] = nil end end
while clipper:Step() do
for n = clipper.DisplayStart, clipper.DisplayEnd - 1 do
ImGui.SetNextItemSelectionUserData(n)
ImGui.Selectable(("Object %04d"):format(n), sel_clip:Contains(n))
if ImGui.IsItemVisible() then rects["C" .. n] = rect() end
end
end
ms_io = ImGui.EndMultiSelect()
sel_clip:ApplyRequests(ms_io)
ImGui.End()
end
local function external_window()
ImGui.SetNextWindowPos(ImVec2(430, 10)); ImGui.SetNextWindowSize(ImVec2(180, 220))
ImGui.Begin("E")
local ms_io = ImGui.BeginMultiSelect(MSF.None, -1, 10)
sel_ext:ApplyRequests(ms_io)
for n = 0, 9 do
ImGui.SetNextItemSelectionUserData(n)
ImGui.Selectable("Ext " .. n, ext_bools[n + 1] == true)
rects["E" .. n] = rect()
end
ms_io = ImGui.EndMultiSelect()
sel_ext:ApplyRequests(ms_io)
ImGui.End()
end
local function checkbox_window()
ImGui.SetNextWindowPos(ImVec2(430, 240)); ImGui.SetNextWindowSize(ImVec2(180, 200))
ImGui.Begin("K")
local ms_io = ImGui.BeginMultiSelect(bit32.bor(MSF.NoAutoSelect, MSF.NoAutoClear, MSF.ClearOnEscape), -1, 8)
sel_chk:ApplyRequests(ms_io)
for n = 0, 7 do
ImGui.SetNextItemSelectionUserData(n)
local _, v = ImGui.Checkbox("Check " .. n, chk_bools[n + 1] == true)
rects["K" .. n] = rect()
local _ = v -- the selection is updated through requests (ApplyRequests), like upstream's demo
end
ms_io = ImGui.EndMultiSelect()
sel_chk:ApplyRequests(ms_io)
ImGui.End()
end
local function tree_window()
ImGui.SetNextWindowPos(ImVec2(220, 320)); ImGui.SetNextWindowSize(ImVec2(200, 160))
ImGui.Begin("T")
local ms_io = ImGui.BeginMultiSelect(MSF.None, sel_tree.Size, 5)
sel_tree:ApplyRequests(ms_io)
for n = 0, 4 do
local flags = bit32.bor(G.ImGuiTreeNodeFlags.Leaf, G.ImGuiTreeNodeFlags.NoTreePushOnOpen, G.ImGuiTreeNodeFlags.SpanAvailWidth)
if sel_tree:Contains(n) then flags = bit32.bor(flags, G.ImGuiTreeNodeFlags.Selected) end
ImGui.SetNextItemSelectionUserData(n)
ImGui.TreeNodeEx("Node " .. n, flags)
rects["T" .. n] = rect()
end
ms_io = ImGui.EndMultiSelect()
sel_tree:ApplyRequests(ms_io)
ImGui.End()
end
game:GetService("RunService").Stepped:Connect(function()
f += 1
G.ImGui_ImplRoblox.NewFrame()
local s = steps[f]
if s and s.input then s.input() end
ImGui.NewFrame()
list_window()
clipper_window()
external_window()
checkbox_window()
tree_window()
if show_metrics then
ImGui.SetNextWindowPos(ImVec2(620, 10)); ImGui.SetNextWindowSize(ImVec2(400, 600))
ImGui.ShowMetricsWindow()
local ctx = ImGui.GetCurrentContext()
ImGui.Begin("DebugNodes")
ImGui.DebugNodeTypingSelectState(ctx.TypingSelectState)
for n = 0, ctx.MultiSelectStorage:GetMapSize() - 1 do
local st = ctx.MultiSelectStorage:GetByIndex(n)
if st then ImGui.SetNextItemOpen(true); ImGui.DebugNodeMultiSelectState(st) end
end
ImGui.End()
end
ImGui.Render(); G.ImGui_ImplRoblox.RenderDrawData(ImGui.GetDrawData())
if s and s.check then s.check() end
end)
print(("t_multiselect: %d steps"):format(#steps))
+133
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@@ -0,0 +1,133 @@
-- Backend pixel oracle: composites the ScreenGui (like t_composite) at checkpoints and prints "PIX <frame> <hash>".
-- Phases: resize (bottom-right, then top-left), move, scroll, hover, typing, new font sizes (glyph baking), colour drag.
-- Each phase ends with a few still frames, then a checkpoint. Run with RUN_FLAGS="ARG_FORCE=true" for a full redraw
-- every frame: incremental output must match it exactly (and match the previous backend version).
local G = require(game:GetService("ReplicatedStorage"):WaitForChild("ImGui"))
local ImGui, ImVec2, ImVec4 = G.ImGui, G.ImVec2, G.ImVec4
ImGui.CreateContext()
G.ImGui_ImplRoblox.Init()
G.ImGui_ImplRoblox.SetRenderRate(0)
if ARG_TILELIMIT then ImGui.GetIO().BackendPlatformUserData.TileLimit = ARG_TILELIMIT end
local io = ImGui.GetIO()
local W, H = 1280, 760
local col = ImVec4(0.4, 0.7, 0.2, 0.5)
local buf = ImGui.NewTextBuffer("type here", 128)
local slider = 0.3
local function composite(gui)
local screen = buffer.create(W * H * 3)
local function walk(inst, ox, oy, kx0, ky0, kx1, ky1)
local kids = inst:GetChildren()
table.sort(kids, function(a, b) return (a.ZIndex or 1) < (b.ZIndex or 1) end)
for _, c in ipairs(kids) do
if c.Visible ~= false then
local x, y = ox + (c.Position and c.Position.X or 0), oy + (c.Position and c.Position.Y or 0)
local cx0, cy0, cx1, cy1 = kx0, ky0, kx1, ky1
if c.ClipsDescendants then
cx0, cy0 = math.max(cx0, x), math.max(cy0, y)
cx1, cy1 = math.min(cx1, x + c.Size.X), math.min(cy1, y + c.Size.Y)
end
if c.ClassName == "ImageLabel" then
local img = c.ImageContent.Object
local px, sz = img.Pixels, img.Size.X
for ty = 0, sz - 1 do
local sy = y + ty
if sy >= cy0 and sy < cy1 then
for tx = 0, sz - 1 do
local sx = x + tx
if sx >= cx0 and sx < cx1 then
local o = (ty * sz + tx) * 4
local a = buffer.readu8(px, o + 3)
if a > 0 then
local d = (sy * W + sx) * 3
local fa = a / 255
for ch = 0, 2 do
local v = buffer.readu8(px, o + ch) * fa + buffer.readu8(screen, d + ch) * (1 - fa)
buffer.writeu8(screen, d + ch, math.floor(v + 0.5))
end
end
end
end
end
end
end
walk(c, x, y, cx0, cy0, cx1, cy1)
end
end
end
walk(gui, 0, 0, 0, 0, W, H)
local h = 0
for i = 0, W * H * 3 - 4, 4 do h = (h * 31 + buffer.readu32(screen, i)) % 2147483647 end
return h
end
-- phase list: name, frames of action (then 6 still frames + checkpoint)
local PHASES = { { "start", 4 }, { "resize_br", 24 }, { "resize_tl", 24 }, { "move", 24 }, { "scroll", 30 }, { "hover", 30 },
{ "type", 24 }, { "fonts", 24 }, { "color", 20 } }
local STILL = ARG_STILL or (ARG_TILELIMIT and 40 or 6) -- tile limit: deferred tiles need more frames to settle
local PT = {}
local pi, pf = 1, 0
local pos, size, scroll, fsize = ImVec2(40, 40), ImVec2(460, 520), 0, 13
local frame = 0
local typing = "Hello, glyphs! 0123 xyz"
game:GetService("RunService").Stepped:Connect(function()
local ph = PHASES[pi]
if not ph then return end
frame += 1; pf += 1
local name, n = ph[1], ph[2]
local act = pf <= n
G.ImGui_ImplRoblox.NewFrame()
io.DeltaTime = 1 / 60
io:AddMousePosEvent(1200, 740)
if act then
if name == "resize_br" then size = ImVec2(460 + pf * 7, 520 + pf * 5)
elseif name == "resize_tl" then pos = ImVec2(40 + pf * 3, 40 + pf * 2); size = ImVec2(size.x - 3, size.y - 2)
elseif name == "move" then pos = ImVec2(pos.x + 5, pos.y + 3)
elseif name == "scroll" then scroll += 9
elseif name == "hover" then io:AddMousePosEvent(pos.x + 30 + (pf * 17) % 300, pos.y + 40 + (pf * 23) % 400)
elseif name == "type" then
if pf == 1 then io:AddMousePosEvent(pos.x + 120, pos.y + 37); io:AddMouseButtonEvent(0, true)
elseif pf == 2 then io:AddMouseButtonEvent(0, false)
else io:AddInputCharacter(string.byte(typing, (pf - 3) % #typing + 1)) end
elseif name == "fonts" then fsize = 13 + pf * 0.75
elseif name == "color" then
local p = ImVec2(700 + pf * 4, 120 + pf * 3)
io:AddMousePosEvent(p.x, p.y); io:AddMouseButtonEvent(0, pf < n)
end
end
ImGui.NewFrame()
ImGui.SetNextWindowPos(pos, G.ImGuiCond.Always); ImGui.SetNextWindowSize(size, G.ImGuiCond.Always)
ImGui.Begin("Stress")
ImGui.InputText("##in", buf, 128)
if name == "scroll" or scroll > 0 then ImGui.SetScrollY(scroll) end
for i = 1, 12 do ImGui.Button("Button " .. i); ImGui.SameLine(); slider = ImGui.SliderFloat("##s" .. i, slider, 0, 1) end
if ImGui.BeginTable("tbl", 4, bit32.bor(G.ImGuiTableFlags.Borders, G.ImGuiTableFlags.RowBg)) then
for r = 1, 30 do ImGui.TableNextRow(); for c = 1, 4 do ImGui.TableNextColumn(); ImGui.Text("r%d c%d", r, c) end end
ImGui.EndTable()
end
ImGui.PushFont(nil, fsize); ImGui.Text("Font size %.2f AaBbCc", fsize); ImGui.PopFont()
for i = 1, 30 do ImGui.TextWrapped("Line %d: the quick brown fox jumps over the lazy dog.", i) end
ImGui.End()
ImGui.SetNextWindowPos(ImVec2(660, 60), G.ImGuiCond.Always); ImGui.SetNextWindowSize(ImVec2(500, 620), G.ImGuiCond.Always)
ImGui.Begin("Pickers")
ImGui.ColorPicker4("bar", col, G.ImGuiColorEditFlags.PickerHueBar)
ImGui.End()
ImGui.Render()
local clk = os.realclock or os.clock
local t0 = clk()
G.ImGui_ImplRoblox.RenderDrawData(ImGui.GetDrawData())
if act then PT[name] = (PT[name] or 0) + (clk() - t0) * 1000 end
if pf == n then -- mid-action (not settled): only exact without a redraw budget
print("PIXA", name, frame, composite(game:GetService("Players").LocalPlayer.PlayerGui:FindFirstChild("ImGui")))
end
if pf == n + STILL then
local gui = game:GetService("Players").LocalPlayer.PlayerGui:FindFirstChild("ImGui")
print("PIX", name, frame, composite(gui))
pi += 1; pf = 0
if not PHASES[pi] then
for _, q in PHASES do print(string.format("PIXT %-10s %7.2f ms/frame", q[1], PT[q[1]] / q[2])) end
print("PIXELS DONE")
end
end
end)
+138
View File
@@ -0,0 +1,138 @@
-- Screenshot of a fixed scene (t_libhash's widgets + primitives, optionally the Custom Rendering example):
-- composites the ScreenGui like t_composite and prints "ROW y hex". tools/test/shot.py turns it into a PNG.
-- RUN_FLAGS: ARG_APP=true also opens ShowExampleAppCustomRendering (needs the demo).
local G = require(game:GetService("ReplicatedStorage"):WaitForChild("ImGui"))
local ImGui, ImVec2, ImVec4 = G.ImGui, G.ImVec2, G.ImVec4
ImGui.CreateContext(); G.ImGui_ImplRoblox.Init(); G.ImGui_ImplRoblox.SetRenderRate(0)
local io = ImGui.GetIO()
local W, H = 1280, 760
local frame = 0
local st = { b = false, f = 0.25, i = 42, c = ImVec4(0.2, 0.7, 0.4, 1.0), buf = ImGui.NewTextBuffer("hello", 64), r = 0, tab = 0, combo = 1, list = 2 }
local plot = {}
for i = 1, 40 do plot[i] = math.sin(i * 0.3) end
local poly = { ImVec2(0, 0), ImVec2(60, 10), ImVec2(30, 30), ImVec2(70, 60), ImVec2(0, 50) }
local function composite(gui)
local screen = buffer.create(W * H * 3)
local function walk(inst, ox, oy, kx0, ky0, kx1, ky1)
local kids = inst:GetChildren()
table.sort(kids, function(a, b) return (a.ZIndex or 1) < (b.ZIndex or 1) end) -- table.sort isn't stable, but siblings with equal ZIndex never overlap here
for _, c in ipairs(kids) do
if c.Visible ~= false then
local x, y = ox + (c.Position and c.Position.X or 0), oy + (c.Position and c.Position.Y or 0)
local cx0, cy0, cx1, cy1 = kx0, ky0, kx1, ky1
if c.ClipsDescendants then
cx0, cy0 = math.max(cx0, x), math.max(cy0, y)
cx1, cy1 = math.min(cx1, x + c.Size.X), math.min(cy1, y + c.Size.Y)
end
if c.ClassName == "ImageLabel" then
local img = c.ImageContent.Object
local px, sz = img.Pixels, img.Size.X
for ty = 0, sz - 1 do
local sy = y + ty
if sy >= ky0 and sy < ky1 then
for tx = 0, sz - 1 do
local sx = x + tx
if sx >= kx0 and sx < kx1 then
local o = (ty * sz + tx) * 4
local a = buffer.readu8(px, o + 3)
if a > 0 then
local d = (sy * W + sx) * 3
local fa = a / 255
for ch = 0, 2 do
local v = buffer.readu8(px, o + ch) * fa + buffer.readu8(screen, d + ch) * (1 - fa)
buffer.writeu8(screen, d + ch, math.floor(v + 0.5))
end
end
end
end
end
end
end
walk(c, x, y, cx0, cy0, cx1, cy1)
end
end
end
walk(gui, 0, 0, 0, 0, W, H)
return screen
end
game:GetService("RunService").Stepped:Connect(function()
frame += 1
G.ImGui_ImplRoblox.NewFrame()
io.DeltaTime = 1 / 60
ImGui.NewFrame()
ImGui.SetNextWindowPos(ImVec2(10, 10), G.ImGuiCond.Always); ImGui.SetNextWindowSize(ImVec2(320, 560), G.ImGuiCond.Always)
ImGui.Begin("Widgets")
ImGui.Text("Text %d", 123); ImGui.TextColored(ImVec4(1, 0.5, 0, 1), "Colored"); ImGui.TextWrapped("Wrapped text that is long enough to wrap around the window edge at least once.")
ImGui.Button("Button"); ImGui.SameLine(); ImGui.SmallButton("Small"); ImGui.SameLine(); ImGui.ArrowButton("##a", G.ImGuiDir.Left)
st.b = ImGui.Checkbox("Checkbox", st.b)
st.r = ImGui.RadioButton("R0", st.r, 0); ImGui.SameLine(); st.r = ImGui.RadioButton("R1", st.r, 1)
st.f = ImGui.SliderFloat("Slider", st.f, 0, 1); st.i = ImGui.DragInt("Drag", st.i, 1, 0, 100)
ImGui.InputText("Input", st.buf, 64)
ImGui.ColorEdit4("Color", st.c)
st.combo = ImGui.Combo("Combo", st.combo, { "AAA", "BBB", "CCC" })
st.list = ImGui.ListBox("List", st.list, { "one", "two", "three", "four" }, 4, 3)
ImGui.ProgressBar(0.4, ImVec2(-1, 0)); ImGui.ProgressBar(-1.0 * frame / 60, ImVec2(-1, 0), "busy")
ImGui.PlotLines("Lines", plot, nil, #plot); ImGui.PlotHistogram("Hist", plot, nil, #plot, 0, nil, -1, 1, ImVec2(0, 40))
ImGui.Bullet(); ImGui.Text("bullet"); ImGui.Separator(); ImGui.SeparatorText("Sep")
if ImGui.TreeNode("Tree") then ImGui.Text("inside"); ImGui.TreePop() end
ImGui.SetNextItemOpen(true, G.ImGuiCond.Once)
if ImGui.CollapsingHeader("Header") then
if ImGui.BeginTabBar("tabs") then
if ImGui.BeginTabItem("Tab A") then ImGui.Text("A"); ImGui.EndTabItem() end
if ImGui.BeginTabItem("Tab B") then ImGui.Text("B"); ImGui.EndTabItem() end
ImGui.EndTabBar()
end
if ImGui.BeginTable("t", 3, bit32.bor(G.ImGuiTableFlags.Borders, G.ImGuiTableFlags.RowBg, G.ImGuiTableFlags.Resizable)) then
ImGui.TableSetupColumn("One"); ImGui.TableSetupColumn("Two"); ImGui.TableSetupColumn("Three"); ImGui.TableHeadersRow()
for row = 0, 4 do ImGui.TableNextRow(); for col = 0, 2 do ImGui.TableSetColumnIndex(col); ImGui.Text("r%d c%d", row, col) end end
ImGui.EndTable()
end
end
ImGui.End()
ImGui.SetNextWindowPos(ImVec2(340, 10), G.ImGuiCond.Always); ImGui.SetNextWindowSize(ImVec2(300, 560), G.ImGuiCond.Always)
ImGui.Begin("Draw")
local dl, p = ImGui.GetWindowDrawList(), ImGui.GetCursorScreenPos()
local x, y, col = p.x + 4, p.y + 4, 0xFF40C0FF
for i, th in { 1.0, 2.5, 6.0 } do
local yy = y + (i - 1) * 70
dl:AddRect(ImVec2(x, yy), ImVec2(x + 50, yy + 50), col, 10.0, th)
dl:AddRectFilled(ImVec2(x + 60, yy), ImVec2(x + 110, yy + 50), col, 10.0, G.ImDrawFlags.RoundTopLeft or G.ImDrawFlags.RoundCornersTopLeft) -- RoundCornersTopLeft: pre-1.93 revs (hashes.sh)
dl:AddCircle(ImVec2(x + 145, yy + 25), 25, col, 0, th)
dl:AddNgon(ImVec2(x + 200, yy + 25), 25, col, 6, th)
dl:AddTriangle(ImVec2(x + 230, yy + 50), ImVec2(x + 255, yy), ImVec2(x + 280, yy + 50), col, th)
dl:AddLine(ImVec2(x, yy + 60), ImVec2(x + 280, yy + 55), col, th)
end
y += 210
dl:AddBezierCubic(ImVec2(x, y), ImVec2(x + 60, y - 30), ImVec2(x + 120, y + 60), ImVec2(x + 180, y), col, 3.0)
dl:AddBezierQuadratic(ImVec2(x, y + 30), ImVec2(x + 90, y - 10), ImVec2(x + 180, y + 30), col, 2.0)
dl:AddEllipse(ImVec2(x + 230, y + 15), ImVec2(40, 15), col, 0.5, 0, 2.0)
y += 50
local pts = {}
for i, v in poly do pts[i] = ImVec2(x + v.x, y + v.y) end
dl:AddConcavePolyFilled(pts, #pts, 0xFF8080FF)
for i, v in poly do pts[i] = ImVec2(x + 100 + v.x, y + v.y) end
dl:AddPolyline(pts, #pts, col, 4.0, G.ImDrawFlags.Closed)
for i, v in poly do pts[i] = ImVec2(x + 200 + v.x, y + v.y) end
dl:AddPolyline(pts, #pts, col, 1.0, 0)
y += 80
dl:AddRectFilledMultiColor(ImVec2(x, y), ImVec2(x + 100, y + 40), 0xFF0000FF, 0xFF00FF00, 0xFFFF0000, 0xFFFFFFFF)
dl:AddCircleFilled(ImVec2(x + 140, y + 20), 20, col)
dl:AddEllipseFilled(ImVec2(x + 210, y + 20), ImVec2(30, 15), col, 0.3)
dl:AddText(ImVec2(x, y + 50), 0xFFFFFFFF, "AddText")
ImGui.End()
if ARG_APP then ImGui.SetNextWindowPos(ImVec2(650, 10), G.ImGuiCond.Always); ImGui.SetNextWindowSize(ImVec2(620, 740), G.ImGuiCond.Always); G.ShowExampleAppCustomRendering(true) end
ImGui.Render()
G.ImGui_ImplRoblox.RenderDrawData(ImGui.GetDrawData())
if frame == ARG_FRAMES - 1 then
local screen = composite(game:GetService("Players").LocalPlayer.PlayerGui:FindFirstChild("ImGui"))
for y = 0, H - 1 do
local t = table.create(W * 3)
for i = 0, W * 3 - 1 do t[i + 1] = string.format("%02x", buffer.readu8(screen, y * W * 3 + i)) end
print("ROW", y, table.concat(t))
end
end
end)
+1 -1
View File
@@ -2,7 +2,7 @@
local G = require(game:GetService("ReplicatedStorage"):WaitForChild("ImGui"))
local ImGui, ImVec2 = G.ImGui, G.ImVec2
local UIS = game:GetService("UserInputService")
ImGui.CreateContext(); G.ImGui_ImplRoblox.Init()
ImGui.CreateContext(); G.ImGui_ImplRoblox.Init(); G.ImGui_ImplRoblox.SetTextProxy(true)
local io = ImGui.GetIO()
local buf = ImGui.NewTextBuffer("", 64)
local proxy
+14
View File
@@ -0,0 +1,14 @@
#!/usr/bin/env python3
"""Headless screenshot: tools/test/shot.py out.png [--app] (runs scripts/t_shot.luau, writes a PNG; stdlib only)"""
import os, subprocess, sys, struct, zlib
HERE = os.path.dirname(os.path.abspath(__file__))
env = dict(os.environ, FULL_OUTPUT="1", RUN_FLAGS="ARG_APP=true" if "--app" in sys.argv else "")
out = subprocess.run([sys.executable, os.path.join(HERE, "run.py"), "--quiet", "--roblox", "--frames", "30", "--timeout", "600",
"--main", os.path.join(HERE, "scripts", "t_shot.luau")], env=env, capture_output=True, text=True).stdout
rows = {int(l.split()[1]): bytes.fromhex(l.split()[2]) for l in out.splitlines() if l.startswith("ROW")}
assert rows, out[-2000:]
w, h = len(rows[0]) // 3, len(rows)
raw = b"".join(b"\0" + rows[y] for y in range(h))
chunk = lambda t, d: struct.pack(">I", len(d)) + t + d + struct.pack(">I", zlib.crc32(t + d) & 0xffffffff)
open(sys.argv[1], "wb").write(b"\x89PNG\r\n\x1a\n" + chunk(b"IHDR", struct.pack(">IIBBBBB", w, h, 8, 2, 0, 0, 0)) + chunk(b"IDAT", zlib.compress(raw, 6)) + chunk(b"IEND", b""))
print("wrote", sys.argv[1], w, h)
+2 -2
View File
@@ -1,6 +1,6 @@
[package]
name = "bug/imgui-luau"
version = "0.1.0"
name = "4dbug/imgui-luau"
version = "0.3.0"
registry = "https://github.com/UpliftGames/wally-index"
realm = "shared"
license = "MIT"